Shops (now with source)
Re: Shops (now with source)
Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
Re: Shops (now with source)
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...Drakkan wrote:Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
I'm going to try it!
alois
Re: Shops (now with source)
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.alois wrote: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...Drakkan wrote:Hi alois, in which phase your shop is curently ? are you going to implement real "money" ? (some stackable item in inventory)
I'm going to try it!
alois
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
Re: Shops (now with source)
I've put (at the end of the first post) a 'shop LoG project'. There is also a - tentative - 'letter of credit' example.
alois
alois
Re: Shops (now with source)
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
Looking good though!
-Wolfrug
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
Looking good though!
-Wolfrug
Try my Mordor: Depths of Dejenol LoG-ification. Feedback much appreciated!
Re: Shops (now with source)
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
Any ideas
LordGarth
Dungeon Master and DOOM will live forever.
Re: Shops (now with source)
Is this shop script compatible with framework?
LordGarth
LordGarth
Dungeon Master and DOOM will live forever.
Re: Shops (now with source)
Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.
LordGarth
LordGarth
Dungeon Master and DOOM will live forever.
Re: Shops (now with source)
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.LordGarth wrote:Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.
LordGarth
Re: Shops (now with source)
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 fineLordGarth wrote:Both the skyscript framework and shop framework have clone party script. Maybe that is the cause.
LordGarth
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