Talk:Moogle Shop

Do
Do we ever find out what the Moogle's name is? Glorious  CHAOS!  22:22, October 4, 2009 (UTC)
 * I almost want to say he's "Mog" from Final Fantasy Fables, who always calls himself "Job X" (Dueler X, Merchant X, etc.). Glorious  CHAOS!  22:24, October 4, 2009 (UTC)
 * Isn't it obvious? Just make a xagranam to discover that his name must be none other than "Xomg"! If you're wondering, that's pronounced in exactly the same way as "ZOMG!!!"

Image?
Does this article require an image? If so, I found these:

Chain of Memories: Here

Upload if needed..-- Xion 4  ever  02:22, December 17, 2009 (UTC)
 * Definitely ! :D I was thinking of uploading this too.  TNÉ  Pour Noël je te donnerai le battement de mon cœur… ♥ 01:11, December 18, 2009 (UTC)
 * Good find, just be sure to give it text telling that it is from Kingdom Hearts: Chain of Memories. -- 01:29, December 18, 2009 (UTC)

SorcererNobody
Made a really nice tabbed version of the Moogle Shop in Days, in his walkthrough.


 * 1) Do we want to use this?
 * 2) Do we want to make replicas for the Moogle Shops in previous games? Glorious  CHAOS!  16:53, June 27, 2010 (UTC)

What about BBS?
Kingdom Hearts Birth By Sleep also has a moogle shop. It is almost similar to the hologram moogle shop in Kingdom Hearts II.Edgeshadow

HELLOOOOO! is someone going to answer that?

Edgeshadow's Question. No one has answer.

So are you going to answer or not?

Then why didn't you answer him/her?


 * note: I dont know whether its a boy or a girl.

Rather than discussing the presence of Moogle shops in BBS, why doesn't someone actually put it in the article? 66.215.20.249 00:38, September 26, 2010 (UTC)

BBS Moogle Shop
How this for the BBS version of the Moogle Shop? 13:20, 28 July 2011 (EDT)
 * Notes 12, 13, and 14 are the only ones that should be kept. The rest should be incorporated as columns, like in the guide. It would also be nice to use the item-type images throughout the tables, and they should be combined into two tables - Command Shop and Medal Shop.


 * By the way, for KHII and Days, we just need some fact-checking and they can be posted. 01:22, 29 July 2011 (EDT)

How about now? Also do we even have the icon-image for the item? 12:28, 29 July 2011 (EDT)
 * You're gonna be pissed at me for this, but the availability info (shop level, then character) should be next to each other.
 * Also, the x's probably aren't necessary -- please remove them, and possibly replace the o's with x's (depends on how easy it is to read at a glance, your discretion)
 * The images are here, under the "Treasure - X" naming scheme. I don't think there are individual images for any of these (except possibly the Battle Tickets), so the appropriate images would be placed within the tab headers themselves. The item images can be used for the "etc." category in the medal shop, as well, but it shouldn't be necessary to use images within the actual tables for the others.
 * It would be nice if you could insert a BbS Moogle image in there like we have with the KHII and Days ones, but I'm not sure if we have that image.
 * Finally, can you make Ventus a slightly brighter green, and Aqua a deeper, less green blue? If needed, take hex samples from their actual clothes or something.192.249.47.165 13:13, 29 July 2011 (EDT)
 * If you use the KHII crystal images the KHBBS crystal images look out of place. We can either get the KHBBS crystal images, or find a way to tighten the cropping for the KHBBS images without making the thumbnails for them unreadable on their articles.192.249.47.165 15:38, 29 July 2011 (EDT)

Considering that the KHBBS crystal images are the only ones with extra space, the latter option would be much preferable. For the colors, I would suggest using the red-green-blue that they often use, like here. -- 16:10, 29 July 2011 (EDT)
 * Well, yes, it is more preferable. The problem is, is it possible?
 * Also, using the ReCoded Moogle isn't really appropriate. 16:32, 29 July 2011 (EDT)

Hmm, but the thing is there is a "data" moogle similar the Re:coded moogle in the game, or unless you wanna use the normal moogle image? But beside from that and the crystal, everything else is fine? 17:00, 29 July 2011 (EDT)


 * So, should we have two sets of images, with one being specifically for thumbnails? -- 18:20, 29 July 2011 (EDT)
 * ...I suppose that's possible, but if there was a way to force a width to a caption without stretching the image, that would be much more elegant. 21:03, 29 July 2011 (EDT)

Redeeming in CoM
Should the CoM section have a table for the amount of MP you can get for each redeemed card? 17:48, 16 August 2011 (UTC)
 * Seems reasonable. 04:26, 4 September 2011 (UTC)

Shop tables
HEY PEOPLE. FINISH THE SHOP TABLES. 04:43, 4 September 2011 (UTC)
 * That's great! I was just about to request it on Ansem's Computer! But one question: where are they? Uxie   Lover   1994  08:53, 27 September 2011 (UTC)

Kingdom Hearts II Table
Note: Obsolete table removed 13:28, 26 September 2015 (UTC)


 * Move column 1 to far right, and either right-align the item column, or place a br tag between image and name and bold the name. Also, use the code for the Avatar Menu tables, with about 500px width. 19:38, 22 May 2012 (UTC)
 * Okay. Column 1 has been moved, and the item column has been  'ed and bolded. As for the Avatar Menu table coding, I've compared the tables there and this one. The only difference I've seen is how the Avatar Menu tables have tabs, and this one doesn't. Is that what you mean? [You want this table to have tabs?]-- Xion  4  ever  22:56, 22 May 2012 (UTC)

BuySell
14:45, 6 March 2015 (UTC)
 * 1) Do we want to include sell-only objects (Pretty Stone, synthable objects) for selling completeness?
 * 2) Would people prefer to have the buy and sell data as separate columns, with a colspan 2 Munny column?
 * BBS, the sell operates off of multipliers, as shown below. Not sure how to cover that best -- in a table or in prose. I think the sell column should show the LV 1, no ability sell price. It should be fairly quick to test the remaining prices. Also, does the price vary if you are halfway through leveling a command? And is it linear, or does it gain more when it gets crowned?
 * 1) KH3D, what's up with that?
 * 2) KHX navbox and coverage, what's up with that?
 * LV 1 sell is x1 LV 1 sell (x? for ability), rounded down. (probably 1.5)
 * LV 2 sell is x? LV 1 sell (x?*?? for ability), rounded down. (probably 1.25 and 1.75)
 * LV 3 sell is x1.5 LV 1 sell (x2 for ability), rounded down.
 * LV 4 sell is x1.75 LV 1 sell (x2.25 for ability), rounded down.
 * LV 5 sell is x? LV 1 sell (x?*1.25 for ability), rounded down. (probably 2 and 2.5)
 * Or in other words, "Each gained level on a Command increases its value by 25%, and an attached ability increases it by an additional 50%." 15:40, 6 March 2015 (UTC)


 * Re:1 & 2, yes. For 1, would you have a "sell only" table, or would you divvy up the items by category? Re: 3, we can make the sell column "Lv 1 sell" or something. Dunno about 4 or 5. -- 15:35, 6 March 2015 (UTC)
 * I figured out a way to phrase it as prose, so yeah, we could just cover the modifier in the prose and use "Sell" as normal. Do you think we need to nail down the LV 1, 2, and 5 missing modifiers, or is the trend obvious enough to add to the article now? For (1), I was thinking I'd organize them the way they do when you go to sell, so, integrated with what's already there. That might cause a mess, though (you'd have a lot more sell-only chaff in the KHII tables, for example, which conflicts with my desire to have such a clean-looking graphical representation of the game), so I'm open to trying it both ways before we decide.
 * For KH3D, I can start working on the final table, but I'm somewhat blinkered on shop levels before that. We also need to cover the Weather effect. 15:40, 6 March 2015 (UTC)

The trend is probably obvious enough to be added. For KH3D, Bargain Flurry gives a 20% discount (I think always), with the obvious exception of items that are only available during Bargain Flurry. -- 17:27, 6 March 2015 (UTC)
 * Mmmm, rejigger on the "sell" issue. For BbS, at least, it appears the base sell price is always half the asking price. It might be simpler to just list the asking price, with a note for when you can't actually buy the command, and we're just calculating the asking price based on the sale price. Would that be ok/are there any exceptions?
 * Also, for the Medal Shop, can you sell anything there? 20:03, 6 March 2015 (UTC)
 * Also would be worth noting anything that can't be sold (I'm imagining the specials in Re:coded and 358, like Slot Releasers and levels). 20:06, 6 March 2015 (UTC)
 * I cannot find any sort of pattern in the Re:coded sell prices. There's definitely not a consistent correlation between the buy and sell, as some commands are bought at different prices and sold at the same price, so at best it has a lot of rounding, but there's also several distinct ratios between the different buy/sells depending on if their elemental or advanced commands. C, R, CR, and ! don't appear to change the sell price at all, only level, but how much the levels add to the value changes based on whether the commands are elemental or advanced as well. It's all over the place, and I think the only way we could record it is to list the buy, sell, and level bonus values as separate columns, which is just...erg. Fricking erg. 05:52, 28 September 2015 (UTC)
 * About the only thing I can confirm is that each command raises its value by a set amount for each level it gains. However, while commands with similar sell prices have similar level bonuses, the level bonuses do not have a consistent ratio to the sell values overall -- they range from 90% to 100% of the base sell value, so something with a base sell of 100 will gain 90 per level, while something with a base sell of 300 will gain 300 per level. But then something with a base sell of 500 will gain 480 per level, so there's not even a linear relationship to the ratio variance. I don't know why they made this such a hassle, it's not like money is difficult to get in this game anyway. 22:33, 28 September 2015 (UTC)
 * Okay, so there are eight basic sell prices:


 * 1) 100 (non-elemental basic attack commands)
 * 2) 200 (non-ra basic magic commands)
 * 3) 300 (elemental basic attack commands)
 * 4) 400 (-ra basic magic commands)
 * 5) 500 (advanced attack commands)
 * 6) 600 (advanced magic commands)
 * 7) 700 (ultimate attack commands)
 * 8) 800 (ultimate magic commands)

The modification formula for the sale price is. In other words, each level on a 100-value command will net 90 (100-10) more, 200-value will net 180 (200-20) more, 300-value will net 300 (300-0) more, etc. The original buy prices still rest more on ranges than on a direct equation. 00:01, 29 September 2015 (UTC)
 * I might be able to create an equation correlating the buy prices to the sell prices, but it won't be pretty -- it's probably going to be eight formulas with discrete ranges. In any case, given that we already have to have math on the page for Re:coded, is there any desire to go full hog and create equations for each game's version? 14:51, 5 October 2015 (UTC)
 * Addendum: Nope, can't even do ranges because there's overlap. Listing the buy and sell separately or having another pick table are the only way to do this. 15:11, 5 October 2015 (UTC)

Kingdom Hearts Final Mix
Right now the table does not list any details from Kingdom Hearts Final Mix which not just includes the Final Mix-exclusive items but also the items that were given different ingredients for Final Mix as well. -73.190.124.47 14:56, 18 April 2015 (UTC)