Posts: 11,235
Threads: 650
Joined: May 2009
MultiCurrencies
Version: 1.0
Introduction
This system allows you to establish different forms of currencies in your gaming world, not just the one called Gil (or gold or whatever you wanna rename it). As such, you could have 2, 3 or 15 different forms of currency.
As a bonus, the demo in this post includes a banking script made for this system. It includes a currency conversion system.
Barebones, but I'm not making a custom menu system. :)
Demo
The MultiCurrencies System
Instructions
Not many instructions. Sorry, but I did kinda rush it.
Compatibility
Meh, some DOES overwrite some code. The cheap Menu system addon I wrote isn't SDK compatible. Though if you're not using an SDK Menu script, it won't matter much.
Credits and Thanks
Primarily thanks to Nathan1347 who requested this.
Terms and Conditions
Free for use. even in commercial projects.
Image has link to Enterbrain's Download Page[/align]
Posts: 1
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Hi, I was wondering if it would be possible to let monsters drop (if currency 1 is selected) 200G or (if currency 2 is selected) 1T. Likewise an item from a currency 1 shop might cost 2000G whereas if it were in a currency 2 shop it would only cost 20T? I suspect you may have addressed this already, however if you have, then I have failed to find the solution. Thank you for your time, and you script is great so far.
Posts: 11,235
Threads: 650
Joined: May 2009
Like the ghost in the demo's map says:
"I'm the default *ugh* battle. The currency I give will be based on what your current type is set."
Just set the "$game_system.currency_type" value before the battle starts.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
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Will that not meant that, for example, when you win a battle set for currency 1 you will receive 20(Gil), and if you win a battle set for currency 2 you will receive 20(gold), (at least thats whats happening to me...). I am trying to change it so that if you win a battle with currency 1 you will receive 20(Gil) however if you win it with currency 2 you will receive 1(Gold).
Posts: 11,235
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Joined: May 2009
There is currently no feature in that respect. Perhaps in the near future, editing the 'gold' method in Game_Enemy, which supplies the gold/treasure directly into the Scene_Battle treasure section.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 40
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Joined: Jul 2009
I'm going to assume it's not currently possible to receive multiple currencies from the same battle either, is it?
Like say...you are fighting a dragon and a robot in the same battle party. The dragon drops gold, while the robot drops credits. That's...not possible yet, is it?
Posts: 11,235
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No. That would make the situation even harder to control. At the end of battle in any battlesystem, the only things given out are 'exp', 'gold' and 'treasure' (meaning items). Unless you actively edit the default battlesystem's end battle routine, you're stuck with just one type.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 17
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Joined: Feb 2011
Use a conditional branch for the event that has 'Battle Processing' in it. If the player wins, use a 'Script' command to manually give the player the alternate currency.
For the dual currency battle set triggers in battle:
Set up both enemies to drop 0 gold, gil, whatever currency you use.
When you set up the enemy group in the database, edit the battle triggers (event commands)
when enemy 1's hp = 0, Script command to give 20Gil
when enemy 2's hp = 0 Script command to give 2 Gold
when both enemy 1 and 2 hp = 0, Then display a message 'You gain 20Gil and 2Gold!'
(of course this means it won't show up in Window_BattleResult, but it lets you have the desired effect without needlessly re-writing the end phase of the DBS or this script)
If this isn't quite clear enough, I can give a more thorough explanation, but essentially this is what you are doing.
Posts: 5
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Wow, I didn't think of that, thanks!
“Sir, we're surrounded!”
“Excellent. We can attack in any direction!”
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"Veni, vidi, vici"
~Julius Caesar in 47 BC
Posts: 17
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Joined: Feb 2011
a suggestion for an updated version:
option to configure a hash that includes switch ID's. when a particular switch is turned on, at the end of battle, you win the amount of 'gold' specified in the database. for example:
ghost drops 2 gold. when switch ID 1 is ON, player recieves 2 gil. if switch ID 2 is on instead, player fighting same group would get 20 gold. also use a case/then statement. when <switchID in hash> then <exchange rate>
case multi_currency_xchange
when 1 then 1.0
when 2 then 10
etc.
Just an idea to help expand this script.
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