Item Price Adjustment Script

Here’s a companion script to go with my up coming shop system. It works with or without it. This is a price adjustment script, you can use it to adjust prices over time as desired. Can have some interesting effects on the economy of your game.

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A product of the system… DJQwrQgi5bnms7Cq3YHMW32Pj6GR1Zdzf7

From the Script information section:

– ONLY DESIGNED TO ADJUST PRICES OF WEAPONS/ARMOR TYPE ITEMS!

– The idea behind this script is to add up the total numerical value of item parameters, level, and rarity values to set a total item price.

– Also included is a method of inflating prices over time whenever you wish.

– After periods of inflation, prices can be reset to the base prices again at any time, then inflated again as desired, and so on.

Get it here:

Version 1.0.0 Download

After you have installed the script (into your games script section, under Materials above Main) you can call two commands from within the game. First, give the script a once over, note all the available settings at the top, you can use those settings to change how the price adjusts if you wish.

Commands: Use these commands via the ‘Script…‘ option in Event Commands, page 3.
reset_item_prices    – resets item prices to base prices, explained in script comments.
inflate_item_prices  – inflates current prices
inflate_item_prices(x) – inflates current prices X amount of times. X must be a number greater than 0.

You can call the inflate command with an argument as well. If you don’t use an argument (like whats shown above) that works fine but only inflates all prices one time. If you want to quickly inflate all prices multiple times, for example 10, you can simply use “inflate_item_prices(10)” (no “quotes”).

Notetags:

Rarity based off IQC tag
Default IQC tags:
<IQC common>
<IQC rare>
<IQC elite>
<IQC legendary>
<IQC god>
– Each IQC tag denotes a level of “item rarity”
– You may change what tags are valid simply by editing the keys for the ITEM_CHANCES variable (also listed as the rarity names) in the scripts settings.

Level based off Item_Level tag
Sample: <Item_Level 50> (range = 0 to the limits of your imagination)
<Item_Level 1>
<Item_Level 74>

– If an Item does not have a set level, 1 is used (0 is passed through, then 1 is used if 0 or nil is detected).
– Notetag must be used exactly as shown above. Range is 0 and up. Item Levels can be anything you want them to be, they don’t have to correlate to player levels or anything else.

Let there be Light!

Hey, I’m Matt ‘Gump” Sully, and I’ll be using this blog to release ruby scripts (rgss3 – rpg maker vx ace) that I create. I also accept script requests and will currently complete all requests for free (though I may reject any request for now). This is because I am still learning. I feel my grasp on Ruby is great, but it could still be better. This blog will soon be updated with all of my currently released scripts, but for now here is a quick taste of what I’ve done: Gumps Smithing System [RSS]

As this is my first post, naturally I also still have a lot of setup to do for this blog (and a couple domain names to buy).