After doing some digging I wasn't able to find a supply and demand script but some good concepts behind it with simple tricks to simulate it.
I'm not really looking for a dynamic pricing system (it could work too but I figure that'd be harder to do/find) but more of a price for an item that differs for where you're at. If you're in the middle of a huge desert, water would cost more compared to being in a moderate town next to a huge river :P
I'm still going to keep digging in case I missed scripts but basically what I was told could work is a script that sets item sell and buy prices before the player enters shop o.o
ANYWAYS if you guys know of something that'll do the trick, let me know!
That would be easy to do, since I'm not really into RMXP I'm going to write how I would do it, syntax isn't correct
In the script call:
@items = [id, buy, sell, id, buy sell, ...]
@script = Change_Prices.new(@items)
Open shop then another scriptcall:
On the script itself
@itemsBefore = [];
def initialize(items)
for i in 0...items.size i+=3
@itemsBefore.push(i); // id
@itemsBefore.push(i+1); //buy price before
@itemsBefore.push(i+2); //sell price before
set_item_buy(i,i+1) //new buy price
set_item_sell(i,i+2) //new sell price
end
end
def ChangeBack()
for i in 0... @itemsBefore.size i+=3
set_item_buy(i,i+1) //normal buy price
set_item_sell(i,i+2) //normal sell price
end
end
http://forum.chaos-project.com/index.php/topic,13681.0.html
Thanks for the suggestions!
I remember looking up your script KK2 but some one told me it isn't exactly what I was looking for and over looked it but after looking again that works perfectly lol :^_^':
I've put the event you suggested to use soulshaker and with a little editing I was able to make that work!
Thanks to both of you!