Interactive Merchant

Genkora

Frog blast the vent core!
Reaction score
92
I made a merchant that you can sell items to and other players can buy those items. Since there isn't a way of adding/removing items that a merchant can sell (to my knowledge), I made a closed off area connected to the merchant that buys the items, in which the sold item is put inside this closed off area. When a hero comes close to the merchant, it is given two abilities, Item Grabber and Price Checker. Price Checker tells you the price of the target item, item grabber buys it. When the hero leaves the region around the merchant, the abilities are removed. This all works fine.

Here is my problem. There is no way of finding the cost of an item through GUI (to my knowledge), so far I have been setting item health to be the same as the item's cost, and using that to calculate prices. When the items are put inside the closed off area, they are made invulnerable, and it probably isn't much of a problem, but does anyone know of a way of finding item cost through triggers?

One thing I have thought of is using a trigger to find how much gold someone has before selling and after selling, subtracting, and setting the difference to a variable. But I don't know how I would make this MUI in GUI, and it certainly would not be the most reliable way.
 

FhelZone

Have a drink of a nice cold mellowberry juice!
Reaction score
103
Store them like hell in a variable with array. Though if the variable fails, try manually giving a code for each and every item you have to set the price, it won't be too exhausting if you add the item into a variable while making them one by one. But the other problem is that when you've made a lot of items. Well, good luck, I guess patience is your last result if everything else fails. You would need to do it manually if so ever. Though you have another choive, where you set the life of the item and viola you can detect something from it.
 

Genkora

Frog blast the vent core!
Reaction score
92
Store them like hell in a variable with array. Though if the variable fails, try manually giving a code for each and every item you have to set the price, it won't be too exhausting if you add the item into a variable while making them one by one. But the other problem is that when you've made a lot of items. Well, good luck, I guess patience is your last result if everything else fails. You would need to do it manually if so ever. Though you have another choive, where you set the life of the item and viola you can detect something from it.

Seems like too much work when using the item's health works alright. Maybe I'll add an ability that destroys items if for some reason a player wants to destroy an expensive item. Thanks though, + rep.
 

Lightstalker

New Member
Reaction score
55
You can add/remove items from merchants. Use the Add/Remove Item from Marketplace under Neutral Buildings in Actions.

I can also give you my refresh trigger. It basically randomizes the items sold by the merchant when Refresh (item) is sold.
 

Genkora

Frog blast the vent core!
Reaction score
92
You can add/remove items from merchants. Use the Add/Remove Item from Marketplace under Neutral Buildings in Actions.

I can also give you my refresh trigger. It basically randomizes the items sold by the merchant when Refresh (item) is sold.

Thanks, I didn't know about that function. +rep.
 

2evil

New Member
Reaction score
16
I had a pawn shop system in one of my old maps, categorized them and everything.
If you want ill dig up those triggers, it basically stored all the items in a huge array [110 sized i think, as there was 11 different categories?] and had the 11 categories as the main items sold. when a unit purchased one of those categorical items [charged] it would refresh the list with all the pawned items in the array for sale.

I think it had some glitches tho, dont quite remember correctly
 
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