RPG Maker MV

RPG Maker MV

Setting up a merchant that is the only person that'll buy a certain item
I butchered that title.

I'm wanting an early game merchant that will buy rat tails for the value that I've assigned them in the "Items" tab (15g each), but I want that merchant exclusively to be able to buy them from the player and to disallow them to be sold to, say, the King's armoursmith in the capital city.
Is this possible?

I had set it up before where the rat tails would be quest items and through conditional branches you could hand them in to him and get the appropriate reward, but it didn't feel particularly practical or condensed. But if that is ultimately the best way to do it, lemme know.

Thanks.
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mldb88 Jan 8 @ 4:13pm 
I think there's a few ways to do it. One would be the way you listed above. Another would be a bit more convoluted, but still viable. You could set up a variable that tracks the number of rat tails a player currently has (+1 whenever they get one, -1 whenever they sell one, assuming this is something found on the world map or only gained from event battles), or find a way to set a variable equal to the current number in your inventory upon speaking to the merchant. Set the rat tales as unable to sell. Make a SECOND duplicate rat tail with the only difference being that this one CAN be sold. Before the shop trigger in the merchant event, remove X unsellable rat tails and add X sellable rat tails where X is the variable tracking the number in the player's inventory. Then track how many are in the inventory AFTER the shop dialogue closes, then swap them back.

The other option is have a choice box pop up with the shop event with either normal shop or sell rat tails. for sell rat tails, then have the player input a value. Set a variable to that number, if it is less than or equal to the number of rattails the player has, remove than many and add 15x that much gold. If they have less than the variable number in their inventory, display a message like "You don't have that many rat tails" or something.
Originally posted by mldb88:
I think there's a few ways to do it. One would be the way you listed above. Another would be a bit more convoluted, but still viable. You could set up a variable that tracks the number of rat tails a player currently has (+1 whenever they get one, -1 whenever they sell one, assuming this is something found on the world map or only gained from event battles), or find a way to set a variable equal to the current number in your inventory upon speaking to the merchant. Set the rat tales as unable to sell. Make a SECOND duplicate rat tail with the only difference being that this one CAN be sold. Before the shop trigger in the merchant event, remove X unsellable rat tails and add X sellable rat tails where X is the variable tracking the number in the player's inventory. Then track how many are in the inventory AFTER the shop dialogue closes, then swap them back.

The other option is have a choice box pop up with the shop event with either normal shop or sell rat tails. for sell rat tails, then have the player input a value. Set a variable to that number, if it is less than or equal to the number of rattails the player has, remove than many and add 15x that much gold. If they have less than the variable number in their inventory, display a message like "You don't have that many rat tails" or something.

I was really hoping to avoid convoluted workarounds haha, but it is what it is. I appreciate the response. I think I'll stick with what I jerry-rigged in the first place then.

Thanks!
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