Is there a way you can get a secondary money source.
I was looking at the topic [XP] Skill Shop (http://rmrk.net/index.php/topic,33386.0.html) and was thinking, I don't want my character's money to be spend on skills. So is there a way to make, like, Skill points for the Skill shop so you don't have to waist normal money?
you could make a variable count as the second source of income, and then make/get a shop script that uses the $game_variables[ID_of_variable_here] as money instead of gold.
Ah! Script Lingo. Brain melt!
I'll browse the Default scripts to see where I can add something like that.
it's not hard, you'd really just replace gold with $game_variables[the_ID_of_the_variable_it_is_Stored_in]
and then when you want people to go to the shop, you call the scene, and when you want to give or take that currency, you can do it with an event.
Let me see what I can do.
I have attempted to read the Ruby Syntax guide that RMXP provides, but I get absolutely nothing from it.
I am very incompetent when it comes to this.
WELL, my good man I think I could help you if you want this evented. But I think I might be a bit confused. You want to have Gold for normal use, as in buying a sword. But want somethign else (Skill Point?) as something you can use to buy Skills. Right? If you want a Script I still might be able to help you. But it seems easier with an Event. But again thats just me.
Quote from: Kidfox70 on January 20, 2010, 04:07:56 AM
WELL, my good man I think I could help you if you want this evented. But I think I might be a bit confused. You want to have Gold for normal use, as in buying a sword. But want somethign else (Skill Point?) as something you can use to buy Skills. Right? If you want a Script I still might be able to help you. But it seems easier with an Event. But again thats just me.
the difficulty in eventing it comes with eventing a whole skill shop interface.
class Game_Party
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :actors # actors
attr_reader :gold # amount of gold
attr_reader :steps # number of steps
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
# Create actor array
@actors = []
# Initialize amount of gold and steps
@gold = 0
@steps = 0
# Create amount in possession hash for items, weapons, and armor
@items = {}
@weapons = {}
@armors = {}
end
This seemed like where I would insert the variable, where is says "attr_reader :steps # number of steps" I would make a line after that that said "attr_reader :Skill_Points # amount of Skill points"
...
Them I thought if I edited this, I may have to go back and edit other scripts...and I don't want to edit the game to a point where it becomes unusable, not without making a back-up. Which I'll have to do if I'm going to edit myself. :-[
@NAMKCOR: Your right. To make it look like the other shop windows, like the defualt one when buying items, you'd have to make a interface. But I was thinking more or less a simpler way with out anything but conditional branches, message commands, and the show choices command. So you wouldn't have to deal with making the interface or dealing with it being workible. It's pretty basic, but def useful in this case. I don't know, I just thought it could be helpful for him, if thats what he'd want. To be honest if I was doing what he was doing I'd look around for the shop scripts and would see which one I'd like. Then do what you said.
@Hepaticade: I think what NAMKCOR suggestion was to get a shop script that uses variables and not edit the current defualt scripts (I could be wrong).
Quoteand then make/get a shop script that uses the $game_variables[ID_of_variable_here] as money instead of gold.