YEP.60 – More Currencies

Yanfly Engine Plugins is a plugin library made for RPG Maker MV, a wonderful piece of software to help you make that role playing game of your dreams. You can find out more about RPG Maker MV here.

You can grab the plugin here:

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As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.


Introduction


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This plugin requires YEP_ShopMenuCore. Make sure this plugin is located under YEP_ShopMenuCore in the plugin list.

As an extension of the Shop Menu Core, this plugin enables you to have items cost multiple currencies or different currencies using variables and/or other items themselves.


Instructions – Variables as Currency


If you’re planning to use variables as currency (and you should!), you can set them up in a way to have them show an icon. Name your currency variable as such:

\i[x]Variable Name

When displayed in shops, it will show the icon and the name. However, if you want it to display only the icon and/or exclude some text, place the text inside a << and >> bracket like such:

\i[x]<<Variable Name>>

That way, only the icon will be shown while all the next inside the << >> will be hidden.


Instructions – Proxies


Perhaps in your game, you would like for the player to have multiple ways of purchasing an item through one currency or another. However, inputting the costs for all of the options makes the item cost every single aspect. But, what you can do is make proxies of these items. For example, in the database will will have the following:

Potion – 50 Gold
Potion (Proxy A) – 5 Gems
Potion (Proxy B) – 3 Jewels

Placing all three items in your shop normally would result in three types of potions that do not stack into the same category. However, by using this proxy notetag, you can make them all attribute to the same Potion item:

<Proxy Buy: x>
<Proxy Buy: name>
If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.

If Proxy A and B link back to the main Potion, then whenever the player buys the Proxies in the shop, they will link back to the main Potion, making it possible to buy the same item using different currencies.


Notetags


You can use the following notetags to adjust various properties for more currencies for your items, weapons, and armors.

Item, Weapon, and Armor Notetags:

<Variable x Buy Price: y>
This sets the currency of this item, weapon, or armor to variable x with a buy price of y. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

<Variable x Sell Price: y>
This makes it that when selling this item, weapon, or armor, the player will gain variable x in y amount. You can insert multiples of this notetag to have more than one variable cost for that item, weapon, or armor.

<Item x Buy Price: y>
<Item name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost item x (or the named item) with a buy price of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Item x Sell Price: y>
<Item name Sell Price: y>
When selling this item, weapon, or armor, the player will get item x (or the named item) with a quantity of y. You can insert multiples of this notetag to have more than one item cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Weapon x Buy Price: y>
<Weapon name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost weapon x (or the named weapon) with a buy price of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Weapon x Sell Price: y>
<Weapon name Sell Price: y>
When selling this item, weapon, or armor, the player will get weapon x (or the named weapon) with a quantity of y. You can insert multiples of this notetag to have more than one weapon cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Armor x Buy Price: y>
<Armor name Buy Price: y>
This sets the currency of this item, weapon, or armor to cost armor x (or the named armor) with a buy price of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Armor x Sell Price: y>
<Armor name Sell Price: y>
When selling this item, weapon, or armor, the player will get armor x (or the named armor) with a quantity of y. You can insert multiples of this notetag to have more than one armor cost for that item, weapon, or armor. If you’re using Item Core, this will not work on independent items. If you are using the named version of the notetag and have multiple items in your database of the same name, priority will be given to the item with the highest ID.

<Proxy Buy: x>
<Proxy Buy: name>
If you’re using this item as a proxy for another item (so you can set a different cost for the item), this item will end up representing item x, weapon x, or armor x of the same type. If you’re using a named notetag and you have multiple entries in your database with the same name, priority will be given to the item, weapon, or armor with the highest ID.


Happy RPG Making!