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Why don't shops check your inventory size?
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chronoboy
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PostPosted: Thu Nov 18, 2010 6:02 pm    Post subject: Why don't shops check your inventory size? Reply with quote

I find this a very odd "feature", when purchasing something at a shop, and your inventory is full, the merchant takes your money, but fails to give you the merchandise. What's up with that?

After increasing your carrying capacity, the item still doesn't appear as if it were hiding there all along.

Me thinks, Merchants in OHR games are thieves, or perhaps the player should know how much they can carry before purchasing that extra large item.

This also applied any other time the player may receive an additional item, but lacks the room in his/her pockets to store it. The item would just vanish out of the face of the game world. This is especially a big problem, if the item the player is about to receive is a key item needed to beat the game.
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TMC
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PostPosted: Thu Nov 18, 2010 7:13 pm    Post subject: Re: Why don't shops check your inventory size? Reply with quote

Opps. Stores ought to display a message when that occurs instead of taking the money.

chronoboy wrote:
This also applied any other time the player may receive an additional item, but lacks the room in his/her pockets to store it. The item would just vanish out of the face of the game world. This is especially a big problem, if the item the player is about to receive is a key item needed to beat the game.


Some ideas:

-add a "when inventory full" tag.

-pop up a prompt to either "ignore item(s)" or "pick something to discard", the second option opening the inventory. If the item you're receiving is not discardable, then we could instead show a message telling you you must discard something else.

-add a "add item with full inventory" special script which is triggered
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chronoboy
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PostPosted: Thu Nov 18, 2010 11:34 pm    Post subject: Reply with quote

Perhaps a new feature for the next stable release? Big grin
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Pumpkinbot
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PostPosted: Wed Jan 05, 2011 7:02 pm    Post subject: Reply with quote

Not that I know anything about plotscripting, but can't you set it so that if you have x many items in your inventory (when it's full), the shopkeeper doesn't take your money and doesn't give you the item? The only problem with this is if you get a bigger bag. :/
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Bob the Hamster
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PostPosted: Thu Jan 06, 2011 8:41 am    Post subject: Re: Why don't shops check your inventory size? Reply with quote

The Mad Cacti wrote:

-pop up a prompt to either "ignore item(s)" or "pick something to discard", the second option opening the inventory. If the item you're receiving is not discardable, then we could instead show a message telling you you must discard something else.


This is something that I have been meaning to add as a standard special screen for years.

And it should not just be for shops, it should be for any situation where you get an item you don't have room for.
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msw188




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PostPosted: Thu Jan 06, 2011 8:16 pm    Post subject: Reply with quote

This issue of giving the player an option to discard things, and forcing him to when needed, was probably the single hardest part of scripting my items system for Tales 2. Then on top of that, if the player tries to discard something that can't be discarded, he needs that explained to him as well.

For the engine this will mean that items will need a bitset or something to "force player to discard if he has no room". If this happens, I think it would be helpful to get rid of the "cannot be sold/dropped" option for usability, and just have a choice between one-time and unlimited. Then there could be separate bitsets:
"cannot be sold"
"cannot be dropped"
"not consumed by item-cost attacks"

That last one could make it so that certain attacks are available to a hero only if he has an item, although these attacks do not cost him the item.
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PostPosted: Fri Jan 07, 2011 1:06 am    Post subject: Reply with quote

James Paige wrote:
This is something that I have been meaning to add as a standard special screen for years.


Years? But we've only had adjustable inventory sizes for a year! Did anyone ever actually fill up all 198 slots of the original inventory?

msw188 wrote:
For the engine this will mean that items will need a bitset or something to "force player to discard if he has no room".

Ah yes, that's very important. But I don't see why we need to separate bit; it would be more convenient to have a "cannot be sold/dropped/refused" bit

Quote:
If this happens, I think it would be helpful to get rid of the "cannot be sold/dropped" option for usability, and just have a choice between one-time and unlimited. Then there could be separate bitsets:
"cannot be sold"
"cannot be dropped"

Yes, if you'll recall, that's in the 'Plan for improved items'

Quote:
"not consumed by item-cost attacks"

That last one could make it so that certain attacks are available to a hero only if he has an item, although these attacks do not cost him the item.

I don't understand what this one is meant to do. If you mean that it causes the item costs of attacks to be ignored, then it seems pointless, and use from the item menus is covered by the one-time/unlimited option.
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Pumpkinbot
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PostPosted: Fri Jan 07, 2011 6:39 am    Post subject: Reply with quote

The Mad Cacti wrote:
Quote:
"not consumed by item-cost attacks"

That last one could make it so that certain attacks are available to a hero only if he has an item, although these attacks do not cost him the item.

I don't understand what this one is meant to do. If you mean that it causes the item costs of attacks to be ignored, then it seems pointless, and use from the item menus is covered by the one-time/unlimited option.

He means that, let's say you have a spell called Rune Power or something, but to use it, you need a rune item in your inventory. But, when you use Rune Power, you still keep your rune item so now you don't have to keep buying ammo.
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Bob the Hamster
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PostPosted: Fri Jan 07, 2011 8:32 am    Post subject: Reply with quote

The Mad Cacti wrote:
James Paige wrote:
This is something that I have been meaning to add as a standard special screen for years.


Years? But we've only had adjustable inventory sizes for a year! Did anyone ever actually fill up all 198 slots of the original inventory?


No, I don't think anybody ever filled them up-- but i worried that someone might from day one :)

Pumpkinbot wrote:
The Mad Cacti wrote:
Quote:
"not consumed by item-cost attacks"

That last one could make it so that certain attacks are available to a hero only if he has an item, although these attacks do not cost him the item.

I don't understand what this one is meant to do. If you mean that it causes the item costs of attacks to be ignored, then it seems pointless, and use from the item menus is covered by the one-time/unlimited option.

He means that, let's say you have a spell called Rune Power or something, but to use it, you need a rune item in your inventory. But, when you use Rune Power, you still keep your rune item so now you don't have to keep buying ammo.


I would like to make it so that attacks can require tags to be on. Then having the rune item would turn on the Have Rune tag, and the spell would check that tag instead of checking item ammo.
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mswguest
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PostPosted: Fri Jan 07, 2011 8:34 am    Post subject: Reply with quote

Precisely as Pumpkinbot described. In this way items could be used like purchasable levels. RunePower, a weak spell, is given a rune cost of 1 (item cost of 1 rune) and so it can be used freely once the player finds one rune. RuneSuperPower, a strong spell, is given a rune cost of 3 (item cost of 3 runes) so it can be used freely once the player finds 3 runes.

HOWEVER the player is certainly allowed to sell and/or drop these runes, because he might rather invest in equipment because it turns out that RuneSuperPower sucks in the Cave of Rune Resistance. Then he could buy back the runes after the cave.
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Moogle1
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PostPosted: Fri Jan 07, 2011 9:41 am    Post subject: Reply with quote

You can fake this by giving the items back (chain to an attack with a negative item cost).
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Ronin Catholic
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PostPosted: Fri Jan 07, 2011 11:27 am    Post subject: Reply with quote

Moogle1 wrote:
You can fake this by giving the items back (chain to an attack with a negative item cost).


But then if your attack has the positive cost and the battle ends before the chain is finished, you still lose your items.
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Moogle1
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PostPosted: Fri Jan 07, 2011 11:49 am    Post subject: Reply with quote

I defy you to make a chain that fails to end before the battle finishes.

It's possible, but unless you're trying to do it, it won't happen.
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msw188




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PostPosted: Fri Jan 07, 2011 11:55 am    Post subject: Reply with quote

You could just put the item restoring attack before the damaging part of the chain, as long as you're not trying to use stored targets for something else. I'm not sure I agree with Moogle that chains will usually finish before a battle - plenty of my attacks have multiple effects with delays between them however small, and this could easily cause a problem if you don't put the restoring attack first.

Anyway, I agree that all of these ideas are possible as of now, but I still think it would be helpful to have the bitsets, especially since they've already been thinking about some of it for improving items.
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PostPosted: Fri Jan 07, 2011 12:08 pm    Post subject: Reply with quote

OK, but that should definitely be accomplished with a setting in the attack data, not a bit on items. Adding tag requirements for attacks sounds like a great idea, and non-deducting costs seems quite reasonable too.
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