Little problem here... It seems when I want to add an item which can be sold at a shop for more than 50%, I need to manually set every item in the shop(this can be very time consuming). Is there a way to set an entire shop's default to a specific "Sell for" and "Sell type"? I would also like this shop to also increment it's inventory(even if it doesn't sell the item). At the moment, I am only adding common items which the player will sell here, and setting each and every item to "Increment Inventory" and using the arrow key to set 75% value. I have items which cost well over 5,000, and using the arrow key only moves the value, not the percentage(which is really annoying, being able to change the percentage would be much better).
I figure all of this is already implemented, and I'm just missing something. It's hard to see an RPG editor with a shop editor that's missing the ability to set a global sell type for a specific shop, let along a global buy cost. Say if I want everything in a specific town to be way cheaper than in another town, this means I need to go into every item in the store and manually adjust the price... This is ludicrous! I'm tempted on whipping out my hex editor and manually editing the shop files myself, it's be quicker.
Doh! Just realized that I can just enter in the numbers, but still can't find a global shop buy/sell thingy I mentioned. Like a default for newly added items into the shop. I'm sure I'm just missing something, cause this has to exist. Economy people!
Edit: Hmm, perhaps an updated shop editor would be best. Navigating the current editor can be cumbersome. Here's a proposal:
In the Shop thing editor, rather than displaying it as it is, show a list of all the items available in the game. On the very top could be a filter, which will only show items in this shop and let you re-order them. When it displays all the items available in the game, you can press a few numbers together to jump to a specific item instead of scrolling down. If you want to add an item to a shop, you can choose an option for the item, like in other editors where there's 2 columns. So you can set if an item can be bought here, sold here, both or none. You can press enter in the item for advanced item editing, which will display what we currently see in the "shop thing editor". This will enable the quick population of shops, and using a filter list, you can quickly see "all of the shops items at once". Currently if I want to check if a shop sells something, I need to press the right arrow key a dozen times to see. Here's a quick example of you could populate a shop using this method(and say that you will use the default costs):
* Enter the shop thing list, see a list of all in-game items.
* Usually people create potions first, so adding those to the shop is as easy as pressing down once or twice then the right arrow key for Cure, then down and right, and Heal has just been added. So you if you want to add a list of weapons and armor to a shop, like a block of items from 20-30, you can just go to the first item, 20, and press right, then press down and right back and forth 10 times, and your done! Wow! Much easier and quicker than the current method of adding things to shops.
I'm finding as my game is growing, and I am needing to populate more and more shops with similar items, it's getting really repetitive and annoying. There must be an easier way.
Just checked out the STO format documentation, and it looks like it would be very difficult to add new global shop features to. This is a very sad day for me... I might as well create a Python script to convert a single shop into a specific sell type. The STF file looks easily modifiable by an external program. I'm thinking of making a tool to add blocks of items from the ITM into a shop with a percentage based buy and sell for each one, along with a selectable sell type and inventory for each one.
Bob the Hamster wrote:
Yeah, there are currently no global shop settings, but I would like to add them. However, global default sell price would probably be set in the item data instead of global shop stuff.
I don't mean exact price, but rather a global shop selling percentage. For example:
Town 1's shop: Player can sell items to this shop at exactly 50% the market value.
Town 2's shop: Player can sell items here for 65% the market value.
Pop Quiz: Which of the above shops will the player most likely attempt to sell their used items/treasure in?
Now, say that Town 2 is much more dangerous to get to, so it makes it more of a challenge to get a bigger bang for your buck.
I'd like to see this global percentage effect items which is not listed in the shop, since a shop can only have a small amount of items, it makes it difficult to list a large amount of items the player might sell, and change the selling percentage.
Yeah, a global percentage thing would be handy to alter. I plan on making some games I'm going to be making in the future set your money to 0 and boot you back to a spawn point upon death, but you'll be able to invest in riches that won't get stolen and sell for same price as buying. Having a 100% return rate on items in that game would be handy, especially since people wouldn't have to fret about accidentally buying two potions when they wanted a potion and an elixir.
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dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x



