By default, any variable placed on an item in the toolset is removed if the item is purchased from a merchant with unlimited quantities of the item.
This system will remove any of those items and replace them with a default palette version.
It will never replace any pre-owned items.
It compares both tag and resref to ensure that the item is the same as the infinite item.
It properly handles all stacking issues.
It should be difficult to find ways to break this system.
However, it has not been thoroughly tested yet. If you find any bugs, please report them so I can fix them.
To use: Import the scripts, use the itfx_mod_def_aqu in your OnAcquire event, place the StoreHost chest somewhere away from players, and (Optionally) use the wyld_storeopen in the store OnOpen event.
Using the StoreOpen event will eliminate potential lag spikes in stores where players sell a lot of items but only rarely purchase items.
Posted by ffbj at 2012-08-13 14:03:44 Voted 10.00 on 08/13/12
Yes, very useful.
Posted by Henesua at 2012-03-12 21:00:06 Voted 10.00 on 03/12/12
Works great. Thanks. If I come up with any improvements (unlikely) I'll let you know. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Henesua at 2012-03-12 15:56:31 Voted 10.00 on 03/12/12
I'll be looking into using this system as I just ran into this problem. My "stores" for starting player equipment only carry unlimited items and many of the items rely on local variables for full functionality. Its been a little problematic.
I'll check this out tonight or tomorrow and get back to you with my final vote and comments after I test your system out.
But for now, that you put this system out in the wild deserves a vote. I'll give you a 10 until further notice. _________________________ Vault Submissions | Arnheim | Beyond Vives
Posted by Jezira at 2012-02-18 04:37:30 Voted 10.00 on 02/18/12
Posted by wyldhunt at 2012-02-10 02:54:54 Voted 10.00 on 02/10/12
I'll be uploading examples of how to make use of this as I find time.
Items being able to safely have vars set in the toolset opens a lot of interesting potential.
Our builders tend to prefer the ease of variables over encoded tags and such.
It's easier to remember MaxHealth = 30, MinHealth = 10, Speed = Fast than gob_30_10_fst.
Especially when you have a giant stack of custom systems that would each use a different cipher for their tag. You also have the added bonus of drastically changing an items behavior via simple scripts that update the variables. Keeps players on their toes. :)
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