Deleted11438360User Posted May 9, 2016 Share Posted May 9, 2016 (edited) Okay, so I want the player to purchase something, but for the system to choose a random amount of gold, and the player to get that gold removed.I'd like to have a limit on the gold from anywhere between 500 and 1000 gold. I spotted this: http://www.creationkit.com/index.php?title=RandomFloat_-_Utility But I don't know if that is what I need. I have this simple bit of script at the moment: ;Script example, not entire script! Everything is working. MiscObject Property Gold001 Auto If (Game.GetPlayer().GetItemCount(Gold001) >= 500) ;Purchase things Elseif (Game.GetPlayer().GetItemCount(Gold001) < 500) ;Message to show you don't have enough gold.How can I do this everyone? What would be even better is the activating the activator and pressing purchase, then after that it would store that randomly generated value for later. I'd also love it to say you need X random gold (from the random values generated) if you don't have enough, but I'm not sure how to do that either. Thanks everyone. Edited May 9, 2016 by Guest Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 9, 2016 Share Posted May 9, 2016 You wouldn't be able to do this with the built in store/merchant feature as those prices are calculated based on set values. However, if for instance you were to set up a store with visual items that the player can click on. Then the script attached to the object/activator could do all the calculations and purchase handling. Easiest would be to set it up so that the first time activated/clicked-on the price is generated and displayed then remains fixed until purchased. Once purchased the price could be flushed so that a new activation/click would create a new generated price. Something like (in incomplete/psuedo code) Weapon Property MyItem Auto ; point to the item being sold - change property type as needed MiscObject Property Au Auto ; gold item Value = 0 ;default value of item Actor PlayerRef Bool Purchased = false Event OnInit() PlayerRef = Game.GetPlayer() EndEvent Event OnActivate(blah blah blah) If Value == 0 Value = Utility.RandomInt(500,1000) EndIf If PlayerRef.GetItemCount(Au) >= Value If ;player decides to buy PlayerRef.AddItem(MyItem,1) PlayerRef.RemoveItem(Au,Value) Purchased = true Else ;player did not buy EndIf If Purchased == true Value = 0 Purchased == false EndIf Else ;not allow purchase EndIf EndEventThe bool is there if you are going to be presenting the user with the ability to opt out of purchasing, otherwise you probably don't need it. Link to comment Share on other sites More sharing options...
Deleted11438360User Posted May 10, 2016 Author Share Posted May 10, 2016 This is great Ishara, thank you very much for your help. :) Link to comment Share on other sites More sharing options...
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