Alistair Plugins: Trading Pack I

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First of all a big sorry for the inactivity! Here’s the plugin from Preview #5.

 

It allows you to set purchase and sale prices way more freely and dynamically than the default Maker. You can have “tags” on your items (e.g. “wooden”, “sword”, “potion”, …) to change prices for a whole category of items at once. Also there are notetags to change prices as well as plugin commands. You can easily reset made changes with plugin commands as well. Thus it’s easy to change prices on the fly.

Introduction

This is the first plugin of a potential trading series (not decided yet). This one revolves around changing prices dynamically. By default you’re restricted to whatever price you give an item in the editor. With the notetags and plugin commands from this plugin you can change prices on the fly (for example if you want to quickly set up a merchant who’s selling his wares way too expensive to the party). On top of that you have the Tag system which will allow you to create merchants that are specialized on a certain kind of product, e.g. a merchant who sells and buys herbs at different rates.


 

Usage

► ITEMS, WEAPONS, ARMOURS

<AP_Tag: x>

This notetag will allow you to use the tag system. Tag items, weapons and armours with any word to give them a category.


 

► WEAPONS, ARMOURS, STATES

<Global_Purchase_Price: x%>

This notetag will set the purchase prices for all goods (regardless of tags) to x% of what they were before.
x can be a formula and you can use the following variables:

user – The actor in question
v[y] – Variable y’s value
s[y] – Switch y’s value


<Global_Sale_Price: x%>

This notetag will set the sale prices for all goods (regardless of tags) to x% of what they were before.
x can be a formula and you can use the following variables:

user – The actor in question
v[y] – Variable y’s value
s[y] – Switch y’s value


<x_Purchase_Price: y%>

This notetag will set the purchase prices of all wares tagged with x (no quotes!) to y% of what they were before.
y can be a formula and you can use the following variables:

user – The actor in question
v[y] – Variable y’s value
s[y] – Switch y’s value


<x_Sale_Price: y%>

This notetag will set the sale prices of all wares tagged with x (no quotes!) to y% of what they were before.
y can be a formula and you can use the following variables:

user – The actor in question
v[y] – Variable y’s value
s[y] – Switch y’s value


 

Script Commands

$gameSystem.changeGlobalPurchase(x)
Will change the global purchase price of all goods by x%.
Can use negative values.


$gameSystem.changeGlobalSale(x)
Will change the global sale price of all goods by x%.
Can use negative values.


$gameSystem.changeTagPurchase(“x”, y)
Will change the purchase prices of all goods with the tag x (no quotes!) by y%.
Can use negative values.


$gameSystem.changeTagSale(“x”, y)
Will change the sale prices of all goods with the tag x (no quotes!) by y%.
Can use negative values.


$gameSystem.resetAllPriceChanges()
Will reset ALL manual changes that have been made to the price percentages.
(Manual means that notetag changes will not be reverted!)


Settings

Default Purchase Price

The game starts with this purchase price percentage.
Default is 100, which means that you’ll pay 100% of the purchase price.


Default Sale Price

The game starts with this sale price percentage.
Default is 50, which means that you’ll get 50% of the purchase price when you sell something.


 

These are the notetags that I have used to create Velara’s golden hairpin.

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Get it at my Dropbox

 

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