How to prevent negative money in shop systems
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ShopBuilder_Dev
Posted on January 22, 2024 • Beginner
🛒 Shop system money validation help needed
Hi everyone! I’m building a game with a shop system where players can buy upgrades and items. The problem is that when players don’t have enough money, the purchase still goes through and their money goes into negative numbers! 😅
I need help implementing a system that:
- Checks if the player has enough money before allowing a purchase
- Prevents the money from going below zero
- Shows an error message when they can’t afford something
- Only completes the purchase if they have sufficient funds
I’m still learning about conditional statements and variables. Any guidance would be super helpful! 🙏
GameProgrammer_Alex
Replied 1 hour later • ⭐ Best Answer
Great question @ShopBuilder_Dev! Money validation is crucial for any shop system. Here’s a comprehensive solution:
🔧 Step 1: Basic Money Check
The fundamental check before any purchase:
when this sprite clicked if <(money) >= (item price)> then change [money v] by ((item price) * (-1)) change [item count v] by [1] play sound [purchase success v] say [Item purchased!] for [2] seconds else play sound [error v] say [Not enough money!] for [2] seconds end
🛡️ Step 2: Advanced Validation System
For a more robust shop system with multiple items:
// Custom block: attempt purchase define attempt purchase (price) (item name) if <(money) >= (price)> then change [money v] by ((price) * (-1)) broadcast (join [buy ] (item name)) play sound [coin v] set [purchase result v] to [success] else set [purchase result v] to [failed] play sound [error beep v] say (join [Need ] (join ((price) - (money)) [ more coins!])) for [3] seconds end
💡 Step 3: Shop Interface with Visual Feedback
Create a visual shop interface that shows affordability:
when flag clicked forever // Update item affordability display if <(money) >= (sword price)> then set [sword color v] effect to [0] set [sword text v] to [BUY SWORD - 100 coins] else set [sword color v] effect to [50] set [sword text v] to [SWORD - 100 coins (Can't afford)] end if <(money) >= (shield price)> then set [shield color v] effect to [0] set [shield text v] to [BUY SHIELD - 250 coins] else set [shield color v] effect to [50] set [shield text v] to [SHIELD - 250 coins (Can't afford)] end end
🎯 Step 4: Complete Shop System Example
Here’s a complete shop system for a sword item:
// On sword shop button when this sprite clicked set [item price v] to [100] set [item name v] to [Sword] if <(money) >= (item price)> then // Successful purchase change [money v] by ((item price) * (-1)) change [sword count v] by [1] // Visual feedback play sound [purchase v] create clone of [coin effect v] say [Sword purchased! +1 Attack] for [2] seconds // Update player stats change [attack power v] by [10] else // Failed purchase play sound [error v] set [needed coins v] to ((item price) - (money)) say (join [Need ] (join (needed coins) [ more coins!])) for [3] seconds // Shake effect for denied purchase repeat [5] change x by [5] wait [0.1] seconds change x by [-5] wait [0.1] seconds end end
🚀 Pro Tips for Shop Systems
- Always check first: Never subtract money before checking if they have enough
- Use variables for prices: Makes it easy to adjust prices later
- Provide clear feedback: Tell players exactly how much more they need
- Visual indicators: Gray out items they can’t afford
- Sound effects: Different sounds for success vs failure
This system ensures your players never go into debt and always know what they can afford! 💪
ShopBuilder_Dev
Replied 45 minutes later
@GameProgrammer_Alex This is exactly what I needed! 🎉 The visual feedback system is brilliant!
I implemented the basic version and it works perfectly. One question though - how do I handle bulk purchases where players might want to buy multiple items at once?
EconomyExpert_Sam
Replied 1 hour later
@ShopBuilder_Dev Great question about bulk purchases! Here’s how to handle quantity-based buying:
// Bulk purchase system define buy multiple (item price) (quantity) set [total cost v] to ((item price) * (quantity)) if <(money) >= (total cost)> then change [money v] by ((total cost) * (-1)) change [item count v] by (quantity) say (join [Bought ] (join (quantity) [ items!])) for [2] seconds else set [max affordable v] to (round ((money) / (item price))) say (join [Can only afford ] (join (max affordable) [ items])) for [3] seconds end
This way players know exactly how many they can afford! 💰
Vibelf_Community
Pinned Message • Moderator
🛒 Master Advanced Shop Systems
Excellent discussion on shop validation! For developers ready to create even more sophisticated commerce systems, our community can help you implement:
- 🏪 Multi-currency systems
- 🎁 Dynamic pricing and discounts
- 📦 Inventory management
- 🔄 Refund and return systems
- 💎 Premium item unlocks
📚 Related Topics
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