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Markup/markdown etc.

 
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Conrad Hollows
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PostPosted: Tue Jun 24, 2003 5:17 am    Post subject: Markup/markdown etc. Reply with quote

OK I am pretty sure this is doable, but damn me if I am not having problems with it ...

I wanna do a vendor where in the course of the conversation, you can either a) open the merchant normally or b) a persuade check is done and it opens the same merchant tag but with a modifier on the markup/buyback values.

In other words ... if you just open merchant normally, it's the default buy/sell values ... but if you make the persuade check, those values are modified to sell cheaper and buy back higher.

I know I could do it with 2 mirrored vendors, but that means two inventory lists and, thus, not all the items would be available to everyone ... as if you never made the persuade, you'd never see the other item list. I know some will say that's not necessarily a bad idea ... but that is not what I am after.
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Little Teapot
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PostPosted: Tue Jun 24, 2003 5:57 am    Post subject: Reply with quote

ok, make the vendor normally, including the persuade checks...
replace GetNearestObject(OBJECT_TYPE_STORE) with your shop's object, like GetObjectByTag("My_store1") or something.

if they pass add a markup and mark down numbers to the OpenStore function, like so:
Code:
void main()
{
/*
    these two numbers are added to the mark up and mark down
    of the store already set.
    so for instance, if I'm marking up proces by 200%,
    this would kick it up another 20%, making it 220% the normal
    inventory value. however, the price would be down 20%
    for the store's buy prices (players selling to the store)
    it would net an overall bad result for the player.
*/


    int myMarkUp = 20;
    int myMarkDown = -20;
    object myStore = GetNearestObject(OBJECT_TYPE_STORE);
    OpenStore(myStore, GetPCSpeaker(), myMarkUp, myMarkDown);
}


you'd put these in the OnActionsTaken where they would normally have passed, or just open the store normally if they fail.

Note: players COULD close the store and try again if they fail... so you may want to put a local variable that pertains to that restart only, to record their persuade result.
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Matthijs says:
   oh ja, ik weet het zonet nog niet
Matthijs says:
   het ziet er toch wel een beetje naar uit dat we nederlands praten
Matthijs says:
   mischien moet ik dan maar eens vaker nederlands gaan praten
Matthijs says:
   kan je me ook meteen niet op al mijn spellinsfouten wijzen
There you have it! indisputable proof Solo's a fascist!!!


Last edited by Little Teapot on Tue Jun 24, 2003 3:55 pm, edited 1 time in total
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dreamin'
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PostPosted: Tue Jun 24, 2003 10:45 am    Post subject: Reply with quote

Hm, I didn't have time to look at Bio's implementation yet, but shouldn't the new appraise skill do just that in combination with stores, but without the need to script a thing? But you probably can't influnce the markup/markdown value, or maybe you can....
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PostPosted: Tue Jun 24, 2003 11:22 am    Post subject: Reply with quote

I'm not sure Appraise is so great given that Paladins don't get it as a class skill yet they are supposed to be second in line for social skills after the bar.
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Little Teapot
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PostPosted: Tue Jun 24, 2003 3:03 pm    Post subject: Reply with quote

dreamin' wrote:
Hm, I didn't have time to look at Bio's implementation yet, but shouldn't the new appraise skill do just that in combination with stores, but without the need to script a thing? But you probably can't influnce the markup/markdown value, or maybe you can....


yes, you can probably do the exact same thing by setting an appraise DC on the store. I'm not sure how it would work on non-SoU flagged modules though... half the server wouldn't even be able to GET appraise.
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Matthijs says:
   oh ja, ik weet het zonet nog niet
Matthijs says:
   het ziet er toch wel een beetje naar uit dat we nederlands praten
Matthijs says:
   mischien moet ik dan maar eens vaker nederlands gaan praten
Matthijs says:
   kan je me ook meteen niet op al mijn spellinsfouten wijzen
There you have it! indisputable proof Solo's a fascist!!!
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ShadowCore
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PostPosted: Tue Jun 24, 2003 6:19 pm    Post subject: Reply with quote

Actually, that's not right, because you may not be able to put points into appraise but the int bonus still counts, on tusk, my character has a 1 in appraise icon_smile.gif
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Little Teapot
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PostPosted: Tue Jun 24, 2003 9:55 pm    Post subject: Reply with quote

ShadowCore wrote:
Actually, that's not right, because you may not be able to put points into appraise but the int bonus still counts, on tusk, my character has a 1 in appraise icon_smile.gif


I said get.. .meaning they couldn't get any skill points... besides, have you tested if non SoU flagged modules can set appraise DC's?
_________________
Matthijs says:
   oh ja, ik weet het zonet nog niet
Matthijs says:
   het ziet er toch wel een beetje naar uit dat we nederlands praten
Matthijs says:
   mischien moet ik dan maar eens vaker nederlands gaan praten
Matthijs says:
   kan je me ook meteen niet op al mijn spellinsfouten wijzen
There you have it! indisputable proof Solo's a fascist!!!
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Kindo
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PostPosted: Mon Jun 30, 2003 2:10 pm    Post subject: Reply with quote

Uin wrote:
I'm not sure Appraise is so great given that Paladins don't get it as a class skill yet they are supposed to be second in line for social skills after the bar.


Well, isn't it a bit out of the paladin's character to haggle in shops?
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