Shops (now with source)

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Drakkan
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Re: Shops (now with source)

Post by Drakkan »

Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
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alois
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Re: Shops (now with source)

Post by alois »

Drakkan wrote:Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
The 'shop' part is (i hope) finished; of course there will be a ton of bugs :) As for the 'money' system, I do not know what to do: stacking money may create a problem with weights (say you have 2000 gold coins...), so - maybe - one could make a 'letter of credit' which is a scroll/note whose text is something like: "You have a credit of xxxx coins"; every time money is gained (either because you sell something, or because you gain it from a monster, or whatever) the 'text' in the scroll is changed to reflect the new amount of money: of course such an item shoud have an hook of the form "are you sure?" when you drop it... :)

I'm going to try it! :)

alois :)
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Drakkan
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Re: Shops (now with source)

Post by Drakkan »

alois wrote:
Drakkan wrote:Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
The 'shop' part is (i hope) finished; of course there will be a ton of bugs :) As for the 'money' system, I do not know what to do: stacking money may create a problem with weights (say you have 2000 gold coins...), so - maybe - one could make a 'letter of credit' which is a scroll/note whose text is something like: "You have a credit of xxxx coins"; every time money is gained (either because you sell something, or because you gain it from a monster, or whatever) the 'text' in the scroll is changed to reflect the new amount of money: of course such an item shoud have an hook of the form "are you sure?" when you drop it... :)

I'm going to try it! :)

alois :)
scroll idea is not bad, but real money are real money :) also i do not think you need 2000 golds - cheapest item (lets say torch) could have value for example 1 gold. sword could have around 10 golds etc. Since there is 99 spaces for one stack if I am correct, weight problem should be fine as well. but thats just idea.
Ps: hope you will provide us with some example source data in future which we can check in editor, because I tried "create" it according to the manual, but I was not sucesfull :)
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alois
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Re: Shops (now with source)

Post by alois »

I've put (at the end of the first post) a 'shop LoG project'. There is also a - tentative - 'letter of credit' example.

alois :)
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Wolfrug
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Re: Shops (now with source)

Post by Wolfrug »

I use a resized version of the "sack" model to create a stackable, small "coin-sack" or pouch. It's not very difficult to make and looks quite good (use it in my Mordor mod) IMHO, so if you think that might be an option I can totally let you use what I have. :)

I'll have to look into using this shop system instead of the incredibly bulky one I have right now...I just missed the whole GUI dialogue revolution, so I'm still stuck in the stone age when it comes to this stuff :P

Looking good though!

-Wolfrug
Try my Mordor: Depths of Dejenol LoG-ification. Feedback much appreciated!
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LordGarth
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Re: Shops (now with source)

Post by LordGarth »

I have tried to install the shop stuff and when i walk onto the pressure plate to open shop the preview inside the editor closes without an error.

Any ideas

LordGarth
Dungeon Master and DOOM will live forever.
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LordGarth
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Re: Shops (now with source)

Post by LordGarth »

Is this shop script compatible with framework?

LordGarth
Dungeon Master and DOOM will live forever.
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LordGarth
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Re: Shops (now with source)

Post by LordGarth »

Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.

LordGarth
Dungeon Master and DOOM will live forever.
Ulfsark
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Re: Shops (now with source)

Post by Ulfsark »

LordGarth wrote:Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.

LordGarth
I have gotten the shop to work in my mod (with some help from Alois) So if you want I can send you the dungeon file and you can compare to try and get it working. Let me know if you want me to upload it somewhere/send it to you.
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remma
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Re: Shops (now with source)

Post by remma »

LordGarth wrote:Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.

LordGarth
I have some non-standard stairs in my dungeon that use a clone party, when it came time to add in framework I had issues getting a number of functions to work till I commented out the clone party and they worked fine

so yeah, clone party could well be the issue.

I did manage to fix it and they both play nice together now

what I did was remove the clone party from my lua scripts and took the code from it, put this into a script entity instead then had a timer trigger it so I now have something like this:

Code: Select all

function activate()

fw.addHooks('party','fake_stairs', {
		onMove = function(self, dir)
	code goes here
	
	end
})
fw.debugPrint("fake stairs active")

end
the two now play nicely together
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