Cash Shop Core 2.0 is out, and it’s a big one. The shop has been rebuilt from the ground up. It looks better, it does a lot more, and it’s safer to connect to real payments.
A storefront players want to open
A card-grid storefront with tab icons, badges (NEW, HOT, LIMITED, sale %), and rarity-colored names. Prefer the classic list? It’s one setting. A buy dialog with a quantity picker that shows the total and the balance after purchase before the player commits. Purchase effects: gems fly to the balance, the cost floats up, the balance counts up, and a confirmation pops up. Weapons and armor show stat changes for every party member.
More ways to sell
Sales with end dates and live countdowns, plus timed shop-wide sales started from an event.
Bundles: several items, plus Gold and premium currency, in one purchase.
Daily and weekly limits, which make free daily gifts easy.
Items can be hidden or locked behind switches (“Requires: Clear Chapter 2”).
Prices in your premium currency, Gold, or your own variable-based currency, like Arena Tokens or Medals.
Several storefronts from one catalog via Shop Tags.
Redeem codes, either a local list or checked by your own server.
Add items straight from the database with notetags:
Safer real money
The wallet is now account-wide by default, so premium currency survives New Game and loading older saves. Mock payments only run in an editor playtest, never in a shipped build. Purchases are never credited twice, and your server can be the source of truth for the balance. Players can cancel a pending checkout. The HTTP provider now handles login tokens, timeouts, balance sync and server-side codes.
Fixes from 1.x
The balance bar was blank until the first purchase. Buying past the 99-item cap spent currency but granted nothing. Several other smaller issues are fixed.
Upgrading from 1.0 Drop in the new file. All 1.x parameters kept their names, so your Shop Items, Currency Packs and text carry over, and 1.x save files load. Three behavior changes to know about:
The wallet is now account-wide. The first 1.x save a player loads adds its Gem balance to the account once. Set Wallet Storage to “Per save file” for the old behavior. Mock no longer runs in deployed builds. There’s an opt-in setting for public demos. If Payment Provider is “Custom” and no provider is registered, packs are refused instead of falling back to Mock.
The README covers everything, including the full upgrade notes and a new FAQ.
As always, questions and bug reports are welcome on the discussion board. Thanks for supporting the plugins!
Originally posted on itch.io. See it on RPG Maker Market →