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Kadafi

Kadafi - Multi Currency

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Multi Currency


By : Kadafi


 


Version : 1.0


Change Logs :


  • 2014.06.22 - Started and Finished script
  • 2014.06.22 - Bugfix: Items still buyables even if the money is not enough for buy the items

Introduction :


This script allows you to have Multi Currency System.


 


Features :


  • Auto Money Changer in Shop
  • You can set custom Currency Symbol & Exchange Rates everywhere
  • Different selling price, ex: You buy a poison in Map 1 for 1G which is 1$ worth, then you go to the Map 2 with Exchange Rates 1$ = 10000G and you will get 5000G for selling it

 


Screenshots :



huJkGcs.png


nJUVr8Q.png



 

Download :


Edited by Kadafi

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Bug: You can buy the potion for 10'000 G even if you have any amount of money and not necessary 10'000+.

E.g. I could buy it with 103G.

Do you play the demo?

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Yes, I played the demo.

Entered the 2nd island immediately, talked to the clerk, got 100'001 G. Bought 10 potions for 10'000. And I was allowed to buy another potion, even though I only had 1 G left.

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Yes, I played the demo.

Entered the 2nd island immediately, talked to the clerk, got 100'001 G. Bought 10 potions for 10'000. And I was allowed to buy another potion, even though I only had 1 G left.

Done. Thank you for reporting the bug~

 

Now the Demo and the script has been updated!

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What about shortening the 3 line initialization

Kadafi::MultiCurrency  = true
Kadafi::CurrencySymbol = "$"
Kadafi::ExchangeRates  = 10000

to a single line: 

Kadafi::SetupCurrency("$", 10_000)

And make 3rd argument to be true by default, unless player specifies differently because if someone's setting it up on the map, he/she will want the different currency after all.

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Make me want to make a Commerce/trading game like... Silkroad(?).

 

 

The player buy ItemA at TownA, bring to TownB to sell with higher price; on the way, he encounters bandits with level increase by the value of the items the player is bringing. So basically, still a RPG.

 

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