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request: cashshop that uses coins instead of Kafra Points


x13th

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anyone can give me this kind of npc ? :3

Edited by x13th
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oh that's cool i wish i could add one also on my server :o

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Isnt this a simple [wiki]cashshop[/wiki]?

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Isnt this a simple [wiki]cashshop[/wiki]?

well, can you teach me how?

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Just pasted from doc/script_commands.txt:

** Define a shop/cashshop NPC.

-%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}

This will define a shop NPC, which, when triggered (which can only be done by
clicking) will cause a shop window to come up. No code whatsoever runs in shop
NPCs and you can't change the prices otherwise than by editing the script
itself. (No variables even exist at this point of scripting, so don't even
bother trying to use them.)

The item id is the number of item in the 'item_db.txt' database. If Price is set
to -1, the 'buy price' given in the item database will be used. Otherwise, the
price you gave will be used for this item, which is how you create differing
prices for items in different shops.

Since trunk r12264 you can alternatively use "cashshop" in place of "shop"
to use the Cash Shop interface, allowing you to buy items with special points
(Currently stored as account vars in global_reg #CASHPOINTS and #KAFRAPOINTS.)
This type of shop will not allow you to sell items at it, you may only
purchase items here. The layout used to define sale items still count, and
"<price>" refers to how many points will be spent purchasing the them.

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i guess its not a simple cash shop. its a dynamic shop. using a coin to buy items. ?

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I think Ind already released this over on RR. Link: http://ro-resources....stom-cashshops/

File Name: Custom CashShops

File Submitter: Ind

File Submitted: 02 Mar 2011

File Updated: 02 Mar 2011

File Category: Server Resources

Content Author: Ind

Whats this About

It is a super bundle that supports 3 types of currencies in cash shops:

  • Items
    • You can specify any item id you want to be the currency of any instanced cash shop, you can have multiple cash shops with different items as their currencie

    [*]Char Regs

    • You can specify any char reg you want to be the currency of any instanced cash shop, you can have multiple char reg cash shops with different variables as their currencies

    [*]Account Regs

    • You can specify any account reg you want to be the currency of any instanced cash shop, you can have multiple account reg cash shops with different variables as their currencies

Allowing you to setup a high variety of pointing systems with rewards in your server.

Whats Included

A .patch file which will add the support for the 3 new currencies types, which you can apply with your svn client, if you don't know how to you can check our guide on how to apply patches: http://ro-resources....a-diff-for-win/, and a demonstration file with a example of each of the 3 currency types.

How to use

Upon calling a cashshop, on any n.p.c. you'll need to determine it's initial currency values otherwise it'll rely on the default one, for example, as shown in the demo, a item-currencied cash shop is called on the following way:

set #KAFRAPOINTS,0;//Always 0, we use cashpoints.

set #CASHPOINTS,countitem(909);//Currency Amount

set @RRITMCur,909;//The Currency for this shop: Item ID

close2;

callshop "ITMCurMyShop",1;

end;

KafraPoints is erased because we don't rely on it, it should always be erased to not allow players to make use of it. You should then set the cashpoints which will be the countitem for the currency (e.g. lets say you have a item ID'd 29000 and it is called "valor badge", each valor badge in inventory would equal to 1P src-wise) In the exemple above jellopy is the currency (#909). the variable @RRITMCur (temp char reg - can't rename) holds the ID of the currency, so it can doublecheck the info upon purchase procedure. A

character reg-currencied cash shop is called in the following way:

set #KAFRAPOINTS,0;//Always 0, we use cashpoints.

set #CASHPOINTS,MyCharCurrencyVal;//Currency Amount

set @CharCurrrency$,"MyCharCurrencyVal";//The Currency for this shop: Char Reg Name

close2;

callshop "CharCurMyShop",1;

end;

Same logic as above, just that here we first point #cashpoints with the VALUE of the variable and @CharCurrency$ holds the actual NAME of the variable, so it can be doublechecked later in the src code on the purchase procedure. A account reg-currencied cash shop is called in the following way:

set #KAFRAPOINTS,0;//Always 0, we use cashpoints.

set #CASHPOINTS,#MYAccCurrencyVal;//Currency Amount

set @AccCurrrency$,"#MYAccCurrencyVal";//The Currency for this shop: Account Reg Name

close2;

callshop "ACCCurMyShop",1;

end;

Same logic as above, just that we're pointing to a account variable.

Aside from setting the currency settings, you need to make the shop's currency identifiable src-wise, it is simple, the shop name you're calling MUSTCONTAIN one of the following identifiers ACCCur for account-reg shops, CharCur for char-reg shops and ITMCur for item-reg shops. It just needs to CONTAIN, means it doesn't need to start or end, can be: "MyNpcITMCurSuperShop" for example (of a item currencied shop)

Get Support

Assistance? No Problem! Post your issue in the following link: http://ro-resources....stom-cashshops/

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Someone got this script still? XD the link is dead :S

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Its a cash shop. You need to hex your client in order to change the 'C' or whatsoever ♥

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