Kadafi 0 Posted June 22, 2014 (edited) 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 : Download : Demo Script Edited June 22, 2014 by Kadafi Share this post Link to post Share on other sites
+ Glasses 606 Posted June 22, 2014 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. Share this post Link to post Share on other sites
Kadafi 0 Posted June 22, 2014 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? Share this post Link to post Share on other sites
+ Glasses 606 Posted June 22, 2014 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. Share this post Link to post Share on other sites
Kadafi 0 Posted June 22, 2014 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! Share this post Link to post Share on other sites
+ Glasses 606 Posted June 22, 2014 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. Share this post Link to post Share on other sites
Demintika 63 Posted June 23, 2014 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. Share this post Link to post Share on other sites