Overture 1.0: A Different Kind of Shopping Experience
aka Enhanced Shopping (v1.0d.01)
Version: 1.0d.01
Author: Logan Forrests
Date: December 25, 2011
Version History
- <Version 1.0d.01> 2011.12.25 - Compatibility Fix: YERD Synthesis Shop (by request)
- Updated Scripts: LF Shop Scene FF7 Base Script, OV ES Main Script - <Version 1.0d> 2011.12.23 - Fixed: An issue in which shops were not automatically restocking
- Added: Shop stocks are now sorted into Items > Weapons > Armor by database ID - <Version 1.0c> 2011.12.17 - Fixed: An issue in which giving general stores properties would crash the game when accessed for the second time.
- <Version 1.0b> 2011.11.26 - Fixed an issue in which general stores ended up adding to and sharing the same stock
- <Version 1.0a> 2011.11.18 - Minor Pre-release Bug Fixing and first release
Planned Future Versions
- Allow individual shop restock amounts
- Provide additional callable functions to enhance shopping experience including the ability to remove items from shop stock
- Introduction of Unique Items that can be bought only once to shops and never sold
- Create additional Plug 'n' Play shop scenes
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Description
The default system involves buying from a predefined list of items on sale by the shop and selling any unwanted goods for a pretty penny (or in some cases peanuts).
But what happens to all those items we sell? And how come the shops never really run out of items despite having only a small counter or a cloak from which our friendly shopkeeper makes his sales? Well, now we can answer those questions for our players.
With this script, we can set up our shops to behave in various ways. From a shop who runs out of items to shops who will receive occassional shipments to replenish shops. We can even make shops sell us back the things we sold him
(for a reduced price if we want too). Of course, we can't forget about the traveling merchant with only a cloak or a pack mule to hold his items - We can limit the amount of items a shop is able to hold altogether.
Features
- Create shops to be exhaustable, restockable, resellable and more.
- Have the contents of shops be reflected in the game environment through clever use of shop interactivity
- Introduce new items into a shop's goods list after key events in your story
- Shop contents can be saved and loaded as they were left
- Custom shop scene that includes: ATK, DEF, SPI and AGI values of equippable items, greyed out characters who cannot make use of the highlighted item and values reflecting the current stock amounts and capacity where required.
An Example of Advanced Use:
Taken from the In-Depth Guide provided with the script. It probably won't make much sense straight away, but the plan is to get you to take a further look into the script.
Bob's Shop gets flattened
We decide to make a shop for our pal, Bob. We anticipate he might need to make use of these special features so we give him a proper shop. We didn't set up any initial properties though (because they aren't necessary).
Imagine, now, we come across a scenerio in which our heroes have released an unknown evil onto the world and this evil happened to decimate our village. A village where Bob's Shop, a shop which normallty sells us an infinite number of Potions and other healing goods was making good business. The problem now, though, is that Bob's Shop also got flattened. But he's not giving up. He'll still continue to sell items. However, he only has a small amount of space left and he really isn't interested in selling anything back if you change your mind later.
Well, along with our village destruction event we can also add in the following script command:
s = "Bob's Shop"
$game_shops.make_limited(s, 100)
$game_shops.disallow_resell(s)
And just like that, we have made Bob very unhappy but at least the game will now accurately reflect the new scenario. Maybe some day, when the Heroes vanquish the evil, his shop can be returned to glory. Or maybe, some donations to Bob might help his return along the way (that's another scenario you could implement with this script).
ScreenshotsJust a few select screenshots. I actually took about 20, but figured I'd just put up some show off ones rather than all of them.
Instructions
This system currently comprises of 4 necessary scripts and 1 guide. All scripts are provided in the demo.
Necessary
- Enhanced Shopping: Configuration
- Logan Forrests' FF7-style Shop Scene
- Enhanced Shopping: FF7 Shop Scene Add-On
- Enhanced Shopping: Overture
- Modern Algebra's Bitmap Add-on
Guide
- Enhanced Shopping: How To
All of these can be found in the Demo provided.
Script
Scripts can be found in the Demo at the end of this post.
Please note that the RPG Maker VX RTP is required to be installed prior to loading the demo. This is to keep the filesize of the demo to a minimum.
Credit
- Logan Forrests
- modern algebra (Bitmap Addons script)
Thanks
- rmrk.net - it's almost like a home now. Plus, the people are pretty great too.
With thanks: Bug Finders
Support
Support for compatibility fixes, bug reports, errors or issues can (and should only) be made here.
Known Compatibility Issues
The Shop Scene script overwrites a lot of the original Shop Scene, so any script that requires the old one of those or modifies it probably won't be too happy to see this. Other than that, I can't imagine too many other compatibility issues popping up. If it does, though, make them known here.
Demo
One has been made, and the latest version can be downloaded from here:
http://www.mediafire.com/?y9t0mqha24cm82r
Latest versions of each script can also be downloaded via the attachments to this post (requires Log On).
Author's Notes
This was designed from scratch after a more botched version I quickly made, where I learned that RPG classes aren't saved making it almost useless to use for anything special. So, I began working on it again to make it useful. Then, along the way, I got some other funny ideas (that, sure, have been seen in other games) and figured I'd try to implement them too. And this is the result.
Restrictions
(https://rmrk.net/proxy.php?request=http%3A%2F%2Fi.creativecommons.org%2Fl%2Fby-nc-sa%2F3.0%2F88x31.png&hash=6e1657b010ee0d7b04145ffc62b5f00a1de63ec7)
The series of Enhanced Shopping scripts by Logan Forrests are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License (http://creativecommons.org/licenses/by-nc-sa/3.0/)
Thanks for the like.
I'll take a look at that issue right now. I remember getting that in a previous version, and must have forgotten about it in the many rewrites I do.
Edit:
For a quick fix on that -
In the script: OV ES FF7 Shop Scene Add-on
change line 425:
return if state #prevents nil:NilClass error
to
return true if state #prevents nil:NilClass error
That will make it work properly. I've uploaded a new demo to fix that issue. Thanks for the find. I intend to rewrite that little method but I find that it gets a little messy trying to write conditionals that include many statements.
Also added something to the features list:
- Custom shop scene that includes: ATK, DEF, SPI and AGI values of equippable items, greyed out characters who cannot make use of the highlighted item and values reflecting the current stock amounts and capacity where required.
This was already there, just not included. I figured it is actually a good feature.