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(+1)

man you are on a roll eccma has noted this post as well

(91 edits)

I think, that it will be better if 

$data_NameBarters

Will be created officially in the game. May as {}. But with unique name.

And then create adding mod-goods from it to barters in oficcial scripts.

Then modder will need only to modify this hash.

Because while all modders need to create new hash, then they create new alias_method for "def manual_trade". And if there will be a lot of mods, there will be a "multi-story pagoda".

If $data_NameBarters (or another name) will be one for all of mods, and adding mod-goods to trade will be one in offficial code of game, it will be better for optimization.

And, may be, sometimes it will be easier for Eccma in some cases to use $data_NameBarters and json files, for adding goods,  instead of adding  manually.

——

And i see that it's possible to add shopNerf to this method.

But it's will really increase code complexity.

——

BigMama.json  (Update comm. It's more useful to make one file for one npc)

{
    "npc_name": "59_69",
    "items":  [
        {
            "item_name": "ItemSurBot", 
            "custom_price": null, 
            "price_add": 0,
            "price_mult": 1, 
            "rndMin": 1,
            "rndMax": 5,
            "shop_nerf": [
                {
                    "base": 0, 
                    "base_mult": 1,
                    "attr_name": "weak", 
                    "attr_mult": 1, 
                    "attr_type": 0
                },
                { 
                    "base": -100,
                    "base_mult": 0,
                    "attr_name": "sexy",
                    "attr_mult": -1,
                    "attr_type": 0
                }
            ]
        },
        {
            "item_name": "ItemAdvBot",
            "custom_price": null,
            "price_add": 0,
            "price_mult": 1,
            "rndMin": 1,
            "rndMax": 5,
            "shop_nerf": [
                {
                    "base": 0,
                    "base_mult": 1,
                    "attr_name": "weak",
                    "attr_mult": 0.5,
                    "attr_type": 0
                }
            ]
        }
    ]
}


WorldDifficulty - increase price

weak - increase price

sexy - decrease price

simply use 

"shop_nerf": [
                {
                    "base": 0, 
                    "base_mult": 0,
                    "attr_name": 0,
                    "attr_mult": 0, 
                    "attr_type": 0
                }
            ]

to set it's effect to zero.

Code for modders:

module DataManager
    class << self
        alias_method :load_mod_database_TEST, :load_mod_database
    end
    
    def self.load_mod_database
        load_mod_database_TEST
        $TEST_mod_name = "Mod TEST"
        $TEST_modFolder = "ModScripts/_Mods/#{$TEST_mod_name}"
        $data_NameBarters_TEST = {} if $data_NameBarters_TEST == nil
        FileGetter.getFileList("#{$TEST_modFolder}/Data/Barters/*.json").each{|file|
            add_new_goods(file)
        }
    end
    
    def self.add_new_goods(path)
        temp_hash = nil
        
        begin
            temp_hash = JSON.decode(open(path).read)
        rescue 
            msgbox("Error in Json == [[ #{path} ]] :: def self.add_new_goods")
        end
        return if temp_hash == nil
            
        goods = []
        temp_hash["items"].each{|item|
            item_name = item["item_name"]
            custom_price = item["custom_price"]
            price = (item["price_mult"])*($data_ItemName[item_name].price.to_i) + item["price_add"]
            minNum = item["rndMin"]
            maxNum = item["rndMax"]
            nerf = item["shop_nerf"]
            goods += [[*$data_ItemName[item_name].get_type_and_id, custom_price, price.round, Random.new.rand(minNum..maxNum), nerf ]]
        }
        if $data_NameBarters_TEST[temp_hash["npc_name"]] == nil
            $data_NameBarters_TEST[temp_hash["npc_name"]] = goods
        else
            $data_NameBarters_TEST[temp_hash["npc_name"]] += goods
        end
    end
end
#######   This part of code can be official. #######
#######  Without using alias_method, of course.  ###
####################################################
    
module GIM_ADDON
    
    alias_method :alias_manual_trade_TEST, :manual_trade unless method_defined?(:alias_manual_trade_TEST)
        
    def manual_trade(good,charStoreHashName=nil, charStoreTP=0, charStoreExpireDate=nil, noSell=false, noBuy=false)
        goods = add_mod_goods(charStoreHashName)
        good += goods if goods != nil
        alias_manual_trade_TEST(good, charStoreHashName, charStoreTP, charStoreExpireDate, noSell, noBuy)
    end
        
    def add_mod_goods(charStoreHashName=nil)
        goods_base = $data_NameBarters_TEST["#{charStoreHashName}"]   
        return if goods_base == nil
        goods = []
        goods_base.each{|good_one|
            begin
                shop_nerf = 0
                good_one[5].each{|nerf|
                    attr_mult = nerf["attr_mult"]
                    attr_name = nerf["attr_name"]
                    if attr_name.class == String
                        attr_type = nerf["attr_type"]
                        nerf_attr = $game_player.actor.battle_stat.get_stat(attr_name, attr_type)
                    else
                        nerf_attr = attr_name.to_i
                        #You can use number instead of name and then it will be simple value. And then you can use your mathematical skills to do whatever you want. It can be useful to make base "shop_nerf" - negative (to turn price to zero). For example. Start price from zero: price*(1(base formula) - 1(this iteration) + weak*0.001(next iteration)).
                    end
                    nerf_attr_mod = attr_mult*nerf_attr
                    nerf_base = nerf["base"]
                    nerf_base_mult = nerf["base_mult"]
                    shop_nerf1 = ([([$story_stats["WorldDifficulty"].round, 100].min)*nerf_base_mult + nerf_base, 0].max*0.001)
                    shop_nerf2 = nerf_attr_mod*0.001  #A lot of sexy can alow Lona to get item and earn money by getting item (only for example).
                    shop_nerf += shop_nerf1 + shop_nerf2
                }
                price = (good_one[3]*(1+shop_nerf)).round
            rescue
                price = good_one[3]
            end
            goods +=[[good_one[0], good_one[1], good_one[2], price, good_one[4]]]
        }
        return goods if goods != []
    end
end
(6 edits) (+1)

I updated method. Eccma can looks at it if want. Its more useful now. 

91 edits of post.

(+1)

Some text relayed from eccma.


Eccma417:https://itch.io/t/4233858/tot-one-suggestion-for-improvement his text flag fix confirmed better. but i m gonna do it with my style 😕

Eccma417:point is allow it load text flag. not SAVE TEXT

Eccma417:in this case. some new def will be more reasonaable

Eccma417:also. reset her hole record

Eccma417:for trade.... now sure if i can do it... there are alot trade rely by custom codes and logic... make it a json need a stable strature.

Eccma417: ex... i would add more item if a quest done

Eccma417:or even lona is too weak

Eccma417:or fskadfglsdflgkjsdlfgkjaoewirjf

(24 edits)

Ok. It's fine.

My own quest is done.

Eccma's quest has started.

At the very least, I've already figured out a way for modders to add items to traders without overwriting  dialogs.

While Eccma's quest is not yet done all of this will not happen centrally. But it will still work.


Eccma can use json method for simple cases (may be it's possible to add some tags into items in jsons of traders, for story_stats[""] or actor.stat[""] check? ShopNerf is already added by me in code above), and use old method when it's something really unique, and slowly extend the json method. Let's say, Eccma can use a hybrid way, for short. And even that is enough for modders to connect to the existing structure and use it then.