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Random shops

 
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RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Sat Jun 21, 2014 12:03 am    Post subject: Random shops Reply with quote

Is there any way to randomize shops to simulate inventories changing? One of the towns in my game is a large trading city so I thought itd be interesting to have a shop whose inventory changes randomly, or maybe at set times.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Jun 21, 2014 7:12 am    Post subject: Reply with quote

One way to do this is with tags. You can make certain stuff in the shop require certain tags to be turned on, and then before opening the shop you run a simple script that randomly toggles the tags.

Another method is to make 4 or 5 copies of the shop, and then randomly open a different one.

If you like either of those methods, and need help with the scrip, let me know.
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RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Sat Jun 21, 2014 5:36 pm    Post subject: Reply with quote

I think the tag system would work much better for what I have in mind, with newer, stronger items replacing older, weaker ones as the player advances the story.

It should be as simple as having a text box check for given flags and display a shop based on which flags are on, right?
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sat Jun 21, 2014 8:38 pm    Post subject: Reply with quote

Yeah, it should be fairly simple. You could make it work without any scripting, just tags and text box conditionals.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Jun 22, 2014 5:02 am    Post subject: Reply with quote

This makes me think that the ability to add randomness to textbox conditionals (probably on the next textbox chain) would be useful. If it weren't for the fact that I can't remember anyone ever asking for it, I would have guess that it would be used a fair amount for NPC dialogue.
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RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Jun 25, 2014 9:19 pm    Post subject: Reply with quote

Off topic but I didnt think ti warranted its own topic: if I set an attack's target setting to Spread or Optional Spread, is the damage spread amongst all targets?
Like, if a spell deals 60 damage and is spread across 3 targets, will each target take 20?
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Rya.Reisender
Snippy




Joined: 18 Jan 2008
Posts: 821

PostPosted: Wed Jun 25, 2014 11:27 pm    Post subject: Reply with quote

If I remember correctly there is an extra bitset you have to check if you want the damage to be divided upon all targets.

I don't remember if it will be actually divided or more like in Final Fantasy where 3 targets means half damage (so either 60 to one or 30 to 3).
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RelicMaker




Joined: 04 Aug 2013
Posts: 18
Location: Somewhere between Jacobstown and New Canaan

PostPosted: Wed Jun 25, 2014 11:37 pm    Post subject: Reply with quote

Oh, I see. Help screen says it divides evenly. Cool, thanks!
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