Loot without Fences. Shops without shops? - by Ziemanskye
bukary on 3/7/2005 at 20:18
Has anyone figured out if it would be possible to recreate Totality's shop (the one that could be found in - for example - Calendra's Cistern)?
What was Totality's shop?
Garrett enters some building (shop). There is an AI there (fence). There are different items placed on the counter / shelves (with prices on plagues). If Garrett frobs the item, it appears in his inventory and his cash is reduced (or conversation with AI starts). Garrett can move freely around the shop.
If we could recreate such "system" (and add the possibility of selling items to AI)... well... that would be great! :thumb:
The main problem would be making Garrett collecting (and spending) not only goods, but also cash, I guess. And we would need something like VK's "LootTally" script (certain amount of money is removed from Garret when something happens).
Bumbleson on 3/7/2005 at 22:29
Didn't you read the rest of the thread (well, the last few messages would be enough ;) )?
That's exactly what the discussion is currently about. There seems to be no way we can reduce Garrett's cash. We can check in a script how much he currently has, but we can't add or subtract to/from that value other than by selling loot to a fence, because the cash variable is hardcoded.
P.S.: Hrmpf...had a closer look at the store/fence system for the first time a few moments ago. Seems like everything is hardcoded there. :grr: I think I'm slowly beginning to dislike working with T3Ed :(
SneaksieDave on 3/7/2005 at 23:06
Note, I'm not reading the rest of the thread, so this might have already been said.
What about negative values for items? So, if you want to buy a broadhead (what are they, like 25? I've never bought one), just lay them on the counter, and give them a loot value (I forget the name of the property at the moment, but it's trivial enough with the editor open) of -25. Hopefully, that might add -25 to the player's total.
metal dawn on 4/7/2005 at 00:39
Quote Posted by greenhalomagica
"Hey Garrett, how's the THIEVING going?"- it just wasn't discreet like a fence would be.
Yeah, well that's "Heartless" Perry you're talking about and he's not exactly the best fence or smartest guy out there. :sweat:
Marla Madison (who runs a shop near St. Edgar's Cathedral) seriously got on my nerves. She seemed infatuated with Garrett to the point of
"OH-MY-GOD-GET-AWAY-FROM-ME-YOU-CRAZY-BITCH."
:eek:
Maybe I'm being too hard on her. I mean, Perry pissed me off too. That blatant "thieving" line is true. But I really was annoyed by how he kept feeling sorry for himself about getting beaten up by Elizabeth's thugs; saying something like "Oh my god! I'm still aching from that beating can you see the bruises?".
Ziemanskye on 4/7/2005 at 09:42
Adding a negative amount to loot, after a script check to see if you have enough...
back in a bit...
okay that didn't work as such either - if I'd been more awake I'd've remembered Shockeye saying that values can't just be loaded in and made to work.
I did find two new stats:
sta_BackLootDice: which I assume is the probability of loot respawning the next game day in the city sections
sta_DailyLootTake: an average of all the previous yesterdays? Haven't looked into this one much, but might be what we're missing (since you come out of missions, then can loot the city before fencing stuff - this could be mission plus what's been swiped). Pipe dreams maybe.
And I had an idea, of creating a new anti-loot item, like a water arrow that goes on the Gear/Loot screen with a negative sell price, which might get around the values not loading thing (and could have a script to spawn an actual water crystal in the inventory too). That's a bit harder to test though, so maybe after the comp.
Bumbleson on 4/7/2005 at 23:23
Quote Posted by SneaksieDave
What about negative values for items? So, if you want to buy a broadhead (what are they, like 25? I've never bought one), just lay them on the counter, and give them a loot value (I forget the name of the property at the moment, but it's trivial enough with the editor open) of -25. Hopefully, that might add -25 to the player's total.
That doesn't work because there's a difference between the amount of loot you carry and how much cash you have. If you have 0 g cash and pick up a 50 g loot item (sell price!), you still have 0 g cash, but 50 g loot. You must first visit a fence (i.e. enter fence mode) and sell the item to get the cash. As far as I know there's no property that adds cash directly.
The same would happen if you make an arrow with a negative sell price. The value won't affect your cash until the item is sold/bought and you don't need a negative sell price if you go to a "normal" store anyway. So the real problem is not the negative price, it's the fact that loot can only be turned into cash (negative or positive) in classic store/fence mode.
Ziemanskye on 5/7/2005 at 10:37
But with the anti-loot, the script condition can include all the unsold loot in the 'cash' value too - so long as you never actually visit a fence (and so have no cash as such) you just end up with a big accounts ledger of ins and outs on the loot screen
Bumbleson on 5/7/2005 at 23:10
But the cash displayed on the gear screen would still be wrong. And players would need a pocket calculator to find out their current amount of cash...
Ziemanskye on 6/7/2005 at 10:34
Cash score would always be 0
Unfenced Loot score would (hopefully) be accurate. It's just another menu deeper.
Shockeye on 15/7/2005 at 10:43
In my investigations of the .t3u format, I have chanced upon an interesting property in T3Player.t3u
"playerGold" which is of class IntProperty and is located in the internal package/group "Garrett"
I then checked the exported Garrett.uc and noticed that is includes the following variable:
"var Travel int playerGold;"
I have no idea how we can make use of this info, but I thought I'd mention it.
Does anyone know how we might access this if we know its name?