PyTFall > PyTFall: Game design

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DarkTl:
Hm, no, it doesn't seem right to sell stuff without a reason.
If you fire them, they CAN sell any unequipped items if they need money, but don't have to if they already have enough money to live. Yeah, it probably should be part of simulation too.

Xela:
I doubt that we'll manage proper simulation before next release.

DarkTl:
I'm aware of it  :)

I wonder how should I check general occupations inside autobuying. Cgo uses "for occ in char.traits", but inside autobuying we use self instead of char.

Xela:
Normally:

PytCharacter.occupations is a set of all occupations, main, sub, general, doesn't matter... self.occupations if you check inside of the class. General strings like "Server" should be there as well.

DarkTl:

--- Quote ---            for i in pool:
                # This will make sure that girl will never buy more than 5 of any item!
                if i.id in self.inventory:
                    mod = self.inventory[i.id] * 20
                else:
                    mod = 0
                     
                if dice(100 - i.badness - mod) and self.take_money(i.price, "Items"):
                    self.inventory.append(i)
                    returns.append(i.id)
                    amount -= 1
               if not amount:
                    break
--- End quote ---
Doesn't it mean that if we send a character with low gold, she will keep wanting to buy random stuff but often will be unable to instead of focusing on cheap items she can afford?

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