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