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  #1  
Old 06-12-2008, 06:43 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
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Thanks for the fix, I don't know what's going on with the "official" stuff, nothing seems to get posted. I'm sure Trevius will have added/posted to his upcoming 1110c release.
Can't wait to try this one out, I'll have it in my source today -
Also, I always wonder why items sold to vendors never stay there - with me they poof by the next time i click on vendor so as to see what I sold.
Thanks again, your fixes are much appreciated.
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  #2  
Old 06-12-2008, 06:49 PM
greggg230
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Join Date: Jun 2008
Location: Vegas
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I should mention the base rate for merchants is .884 if they're buying and 1/.884 if they're selling. This was just one of the rates in the code so I decided to run with it. A few project for me or someone else could be to make this into a database entry so that people could customize the rates merchants give to people.
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  #3  
Old 06-12-2008, 07:28 PM
leslamarch
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Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
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Thanks for the great fix, I did limited testing and seems to work just as you intended
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  #4  
Old 06-13-2008, 12:21 AM
trevius's Avatar
trevius
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Sweet! I will definitely try to get this added to my unofficial updates for the 1110e release. Of course, I will make sure to run some tests on it before posting the new version. Looks like we might have a new coder out to help fix some issues I will test out your LoS agro changes too and see how it works. That one seems complex to fix since you don't want things agroing through walls in separate rooms. If it seems pretty good, I will try to get that one added as well.
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  #5  
Old 06-13-2008, 02:07 AM
ChaosSlayer
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Join Date: May 2007
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greggg, do you know if this will also affect the "salerate" field in "items" table of the DB, which suposely should control... SOMETHING price related?

if yes, then how?
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  #6  
Old 06-13-2008, 02:26 AM
greggg230
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Quote:
Originally Posted by ChaosSlayer View Post
greggg, do you know if this will also affect the "salerate" field in "items" table of the DB, which suposely should control... SOMETHING price related?

if yes, then how?
From everything I can tell, it does nothing. It's probably an obsolete variable at this point. It's not clear what it might have done in the past. Unless I'm missing something faction, charisma, and the base price of an item should be the only variables needed to determine actual price.

Fine Steel Short Sword has a value of 5500, and I was able to accurately predict its sell and buy prices without even knowing about sellrate. Its sellrate is 9, apparently.

Someone please correct me if I'm wrong, though.
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  #7  
Old 06-13-2008, 02:32 AM
ChaosSlayer
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i was under impression, that 'salerate' was some sort of an option to set a custom sell back for each specific item - could realy be usefull in order to create items which would sell back for 100% base price (i can think for dozen fo reason for having such items) - or at least its the only logical explation that coudl posibly fit the description of the field name.

of course the thing never worked, so... =)

but it would be nice to have it actualy working this way =)
(could also be interesting to have item which would sell back for ABOVE base price - again for various reasons) =)
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