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How to manipulate shops from scripts?

 
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Sun Nov 21, 2010 7:58 pm    Post subject: How to manipulate shops from scripts? Reply with quote

Is there a way to manipulate shops from plotscripts, or has it been added to the nightly already?

I think being able to manipulate shops through plotscript would add some nice abilities in games(such as an item bank for example), I would personally love to implement a full "Economy system" in one of my RPGs. It would add strategy on where the player buys and sells goods in the market. I would also like to program in a specifics about money allocated to the merchant. After the merchant is out of dough, he will be refuse to buy anything from the player until either the player buys something else, or time elapses and the merchant would have technically sold to another customer during that time.

As it stands, the shops are very very basic and completely unscriptable(ie, cannot run this script if player buys or sells such and such). I would use this feature to assist the "Economy system" to drive such things as supply and demand and such.

Mind you, by now, shops should at least have a set of customizable defaults. I tend to edit every item I add to say "Acquire Inventory", as this is as close as I can get to an actual "Economy System".

In the end, it makes no sense for the merchant to have an "unlimited" amount of gold lying around(and not being robbed for one), and to have items sold just "poof" disappear out of nowhere. It really makes sense... Rolling Eyes I guess I could make a custom menu until shop scripting is available. Not saying that RPGs which use this bogus buy/sell system don't make sense, they really really do. You have a billion gil, hey, I have a million Cures lying around in my storage closet. This would be awesome material for a joke game, really... Oh and what about those really tiny houses that look really large from the inside(story for another day...)
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Sun Nov 21, 2010 10:19 pm    Post subject: Reply with quote

Oh yes, I like logically consistency and basic physics too. I enjoy RPGs for what they are, but on the other hand they're usually not the kind of game where there's real-world-like complexity and interaction underneath everything, which fascinates me. I gave up on hoping for that in RPGs, and joined the roguelike community instead (though I want to see it in RPGs, damnit!). I'm fairly surprised you're not programming your own games...

Anyway, people have actually requested the ability to do the things you're talking about many times.

To answer the question: no, there's zero scripting for shops, and we haven't really thought about it yet. Other stuff like item commands are higher priority. One hurdle to improvement of shops was the save file format (where shop stocks have to be stored), and now that SAV is dead and buried, chances are we'll get around to it.
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