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Multiple Currency Consumption

Greystar

Wanderer
XxSP1DERxX said:
You could that a property, and then you can set it in-game

[Add Vendor set AcceptedCurrency Tokuno


Or still have it as a property, but have a default hardcoded into the vendor especially when the vendor Mutates Depending on what City/Facet they are in
IE) Gargoyle Vendors (Gargoyle City -- cant remeber the name) and Necro Vendors (Umbra) Could do something like that and Include a Facet Check like referencing way back to when I wanted to have Silver as prime currency on Felucca... doing it this way should in theory make that possible, but I have been working on a simple Item so Havent really messed with this concept yet.
 

imanewb

Wanderer
I changed my base vendor in the way that you suggested, and I get this error....Line 929 column 16 cannot implicitly convert type 'double' to 'int'. Here's what my script looks like...

Code:
using System;
using System.Collections;
using Server.Items;
using Server.Network;
using Server.ContextMenus;
using Server.Mobiles;
using Server.Misc;
using Server.Engines.BulkOrders;
using Server.Regions;
using Server.Factions;

namespace Server.Mobiles
{
	public enum VendorShoeType
	{
		None,
		Shoes,
		Boots,
		Sandals,
		ThighBoots
	}

	public abstract class BaseVendor : BaseCreature, IVendor
	{
		private const int MaxSell = 500;

		protected abstract ArrayList SBInfos{ get; }

		private ArrayList m_ArmorBuyInfo = new ArrayList();
		private ArrayList m_ArmorSellInfo = new ArrayList();

		private DateTime m_LastRestock;

		public override bool CanTeach{ get{ return true; } }

		public override bool PlayerRangeSensitive{ get{ return true; } }

		public virtual bool IsActiveVendor{ get{ return true; } }
		public virtual bool IsActiveBuyer{ get{ return IsActiveVendor; } } // response to vendor SELL
		public virtual bool IsActiveSeller{ get{ return IsActiveVendor; } } // repsonse to vendor BUY

		public virtual NpcGuild NpcGuild{ get{ return NpcGuild.None; } }

		public virtual bool IsInvulnerable{ get{ return true; } }

		public override bool ShowFameTitle{ get{ return false; } }

		public virtual bool IsValidBulkOrder( Item item )
		{
			return false;
		}

		public virtual Item CreateBulkOrder( Mobile from, bool fromContextMenu )
		{
			return null;
		}

		public virtual bool SupportsBulkOrders( Mobile from )
		{
			return false;
		}

		public virtual TimeSpan GetNextBulkOrder( Mobile from )
		{
			return TimeSpan.Zero;
		}

		#region Faction
		public virtual int GetPriceScalar()
		{
			Town town = Town.FromRegion( this.Region );

			if ( town != null )
				return (100 + town.Tax);

			return 100;
		}

		public void UpdateBuyInfo()
		{
			int priceScalar = GetPriceScalar();
			
			IBuyItemInfo[] buyinfo = (IBuyItemInfo[])m_ArmorBuyInfo.ToArray( typeof( IBuyItemInfo ) );

			if ( buyinfo != null )
			{
				foreach ( IBuyItemInfo info in buyinfo )
					info.PriceScalar = priceScalar;
			}
		}
		#endregion

		private class BulkOrderInfoEntry : ContextMenuEntry
		{
			private Mobile m_From;
			private BaseVendor m_Vendor;

			public BulkOrderInfoEntry( Mobile from, BaseVendor vendor ) : base( 6152, 6 )
			{
				m_From = from;
				m_Vendor = vendor;
			}

			public override void OnClick()
			{
				if ( m_Vendor.SupportsBulkOrders( m_From ) )
				{
					TimeSpan ts = m_Vendor.GetNextBulkOrder( m_From );

					int totalSeconds = (int)ts.TotalSeconds;
					int totalHours = (totalSeconds + 3599) / 3600;

					if ( totalHours == 0 )
					{
						m_From.SendLocalizedMessage( 1049038 ); // You can get an order now.

						if ( Core.AOS )
						{
							Item bulkOrder = m_Vendor.CreateBulkOrder( m_From, true );

							if ( bulkOrder is LargeBOD )
								m_From.SendGump( new LargeBODAcceptGump( m_From, (LargeBOD)bulkOrder ) );
							else if ( bulkOrder is SmallBOD )
								m_From.SendGump( new SmallBODAcceptGump( m_From, (SmallBOD)bulkOrder ) );
						}
					}
					else
					{
						int oldSpeechHue = m_Vendor.SpeechHue;
						m_Vendor.SpeechHue = 0x3B2;
						m_Vendor.SayTo( m_From, 1049039, totalHours.ToString() ); // An offer may be available in about ~1_hours~ hours.
						m_Vendor.SpeechHue = oldSpeechHue;
					}
				}
			}
		}

		public BaseVendor( string title ) : base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 )
		{
			LoadSBInfo();

			this.Title = title;
			InitBody();
			InitOutfit();

			Container pack;
			//these packs MUST exist, or the client will crash when the packets are sent
			pack = new Backpack();
			pack.Layer = Layer.ShopBuy;
			pack.Movable = false;
			pack.Visible = false;
			AddItem( pack );

			pack = new Backpack();
			pack.Layer = Layer.ShopResale;
			pack.Movable = false;
			pack.Visible = false;
			AddItem( pack );

			m_LastRestock = DateTime.Now;
		}
		
		public BaseVendor( Serial serial ) : base( serial )
		{
		}

		public DateTime LastRestock
		{
			get
			{
				return m_LastRestock;
			}
			set
			{
				m_LastRestock = value;
			}
		}

		public virtual TimeSpan RestockDelay
		{
			get
			{
				return TimeSpan.FromHours( 1 );
			}
		}

		public Container BuyPack
		{
			get
			{
				Container pack = FindItemOnLayer( Layer.ShopBuy ) as Container;

				if ( pack == null )
				{
					pack = new Backpack();
					pack.Layer = Layer.ShopBuy;
					pack.Visible = false;
					AddItem( pack );
				}

				return pack;
			}
		}

		public abstract void InitSBInfo();

		protected void LoadSBInfo()
		{
			m_LastRestock = DateTime.Now;

			InitSBInfo();

			m_ArmorBuyInfo.Clear();
			m_ArmorSellInfo.Clear();

			for ( int i = 0; i < SBInfos.Count; i++ )
			{
				SBInfo sbInfo = (SBInfo)SBInfos[i];
				m_ArmorBuyInfo.AddRange( sbInfo.BuyInfo );
				m_ArmorSellInfo.Add( sbInfo.SellInfo );
			}
		}

		public virtual bool GetGender()
		{
			return Utility.RandomBool();
		}

		public virtual void InitBody()
		{
			InitStats( 100, 100, 25 );

			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();

			if ( IsInvulnerable && !Core.AOS )
				NameHue = 0x35;

			if ( Female = GetGender() )
			{
				Body = 0x191;
				Name = NameList.RandomName( "female" );
			}
			else
			{
				Body = 0x190;
				Name = NameList.RandomName( "male" );
			}
		}

		public virtual int GetRandomHue()
		{
			switch ( Utility.Random( 5 ) )
			{
				default:
				case 0: return Utility.RandomBlueHue();
				case 1: return Utility.RandomGreenHue();
				case 2: return Utility.RandomRedHue();
				case 3: return Utility.RandomYellowHue();
				case 4: return Utility.RandomNeutralHue();
			}
		}

		public virtual int GetShoeHue()
		{
			if ( 0.1 > Utility.RandomDouble() )
				return 0;

			return Utility.RandomNeutralHue();
		}

		public virtual VendorShoeType ShoeType
		{
			get{ return VendorShoeType.Shoes; }
		}

		public virtual int RandomBrightHue()
		{
			if ( 0.1 > Utility.RandomDouble() )
				return Utility.RandomList( 0x62, 0x71 );

			return Utility.RandomList( 0x03, 0x0D, 0x13, 0x1C, 0x21, 0x30, 0x37, 0x3A, 0x44, 0x59 );
		}

		public virtual void CheckMorph()
		{
			if ( CheckGargoyle() )
				return;

			CheckNecromancer();
		}

		public virtual bool CheckGargoyle()
		{
			Map map = this.Map;

			if ( map != Map.Ilshenar )
				return false;

			if ( Region.Name != "Gargoyle City" )
				return false;

			if ( Body != 0x2F6 || (Hue & 0x8000) == 0 )
				TurnToGargoyle();

			return true;
		}

		public virtual bool CheckNecromancer()
		{
			Map map = this.Map;

			if ( map != Map.Malas )
				return false;

			if ( Region.Name != "Umbra" )
				return false;

			if ( Hue != 0x83E8 )
				TurnToNecromancer();

			return true;
		}

		public override void OnAfterSpawn()
		{
			CheckMorph();
		}

		protected override void OnMapChange( Map oldMap )
		{
			base.OnMapChange( oldMap );

			CheckMorph();
		}

		public virtual int GetRandomNecromancerHue()
		{
			switch ( Utility.Random( 20 ) )
			{
				case 0: return 0;
				case 1: return 0x4E9;
				default: return Utility.RandomList( 0x485, 0x497 );
			}
		}

		public virtual void TurnToNecromancer()
		{
			ArrayList items = new ArrayList( this.Items );

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[i];

				if ( item is Hair || item is Beard )
					item.Hue = 0;
				else if ( item is BaseClothing || item is BaseWeapon || item is BaseArmor || item is BaseTool )
					item.Hue = GetRandomNecromancerHue();
			}

			Hue = 0x83E8;
		}

		public virtual void TurnToGargoyle()
		{
			ArrayList items = new ArrayList( this.Items );

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[i];

				if ( item is BaseClothing || item is Hair || item is Beard )
					item.Delete();
			}

			Body = 0x2F6;
			Hue = RandomBrightHue() | 0x8000;
			Name = NameList.RandomName( "gargoyle vendor" );

			CapitalizeTitle();
		}

		public virtual void CapitalizeTitle()
		{
			string title = this.Title;

			if ( title == null )
				return;

			string[] split = title.Split( ' ' );

			for ( int i = 0; i < split.Length; ++i )
			{
				if ( Insensitive.Equals( split[i], "the" ) )
					continue;

				if ( split[i].Length > 1 )
					split[i] = Char.ToUpper( split[i][0] ) + split[i].Substring( 1 );
				else if ( split[i].Length > 0 )
					split[i] = Char.ToUpper( split[i][0] ).ToString();
			}

			this.Title = String.Join( " ", split );
		}

		public virtual int GetHairHue()
		{
			return Utility.RandomHairHue();
		}

		public virtual void InitOutfit()
		{
			switch ( Utility.Random( 3 ) )
			{
				case 0: AddItem( new FancyShirt( GetRandomHue() ) ); break;
				case 1: AddItem( new Doublet( GetRandomHue() ) ); break;
				case 2: AddItem( new Shirt( GetRandomHue() ) ); break;
			}

			switch ( ShoeType )
			{
				case VendorShoeType.Shoes: AddItem( new Shoes( GetShoeHue() ) ); break;
				case VendorShoeType.Boots: AddItem( new Boots( GetShoeHue() ) ); break;
				case VendorShoeType.Sandals: AddItem( new Sandals( GetShoeHue() ) ); break;
				case VendorShoeType.ThighBoots: AddItem( new ThighBoots( GetShoeHue() ) ); break;
			}

			int hairHue = GetHairHue();

			AddItem( Server.Items.Hair.GetRandomHair( Female, hairHue ) );

			if ( Female )
			{
				switch ( Utility.Random( 6 ) )
				{
					case 0: AddItem( new ShortPants( GetRandomHue() ) ); break;
					case 1:
					case 2: AddItem( new Kilt( GetRandomHue() ) ); break;
					case 3:
					case 4:
					case 5: AddItem( new Skirt( GetRandomHue() ) ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: AddItem( new LongPants( GetRandomHue() ) ); break;
					case 1: AddItem( new ShortPants( GetRandomHue() ) ); break;
				}

				switch ( Utility.Random( 5 ) )
				{
					case 0: AddItem( new LongBeard( hairHue ) ); break;
					case 1: AddItem( new MediumLongBeard( hairHue ) ); break;
					case 2: AddItem( new Vandyke( hairHue ) ); break;
					case 3: AddItem( new Mustache( hairHue ) ); break;
					case 4: AddItem( new Goatee( hairHue ) ); break;
				}
			}

			PackGold( 100, 200 );
		}

		public virtual void Restock()
		{
			m_LastRestock = DateTime.Now;

			IBuyItemInfo[] buyInfo = this.GetBuyInfo();

			foreach ( IBuyItemInfo bii in buyInfo )
				bii.OnRestock();
		}

		private static TimeSpan InventoryDecayTime = TimeSpan.FromHours( 1.0 );

		public virtual void VendorBuy( Mobile from )
		{
			if ( !IsActiveSeller )
				return;

			if ( !from.CheckAlive() )
				return;

			if ( !CheckVendorAccess( from ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return;
			}

			if ( DateTime.Now - m_LastRestock > RestockDelay )
				Restock();

			UpdateBuyInfo();

			int count = 0;
			ArrayList list;
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			IShopSellInfo[] sellInfo = this.GetSellInfo();

			list = new ArrayList( buyInfo.Length );
			Container cont = this.BuyPack;

			ArrayList opls = new ArrayList();

			for (int idx=0;idx<buyInfo.Length;idx++)
			{
				IBuyItemInfo buyItem = (IBuyItemInfo)buyInfo[idx];

				if ( buyItem.Amount <= 0 || list.Count >= 250 )
					continue;

				// NOTE: Only GBI supported; if you use another implementation of IBuyItemInfo, this will crash
				GenericBuyInfo gbi = (GenericBuyInfo) buyItem;
				IEntity disp = gbi.GetDisplayObject() as IEntity;

				list.Add( new BuyItemState( buyItem.Name, cont.Serial, disp == null ? (Serial) 0x7FC0FFEE : disp.Serial, buyItem.Price, buyItem.Amount, buyItem.ItemID, buyItem.Hue ) );
				count++;

				if ( disp is Item )
					opls.Add( (disp as Item).PropertyList );
				else if ( disp is Mobile )
					opls.Add( (disp as Mobile).PropertyList );
			}

			ArrayList playerItems = cont.Items;

			for ( int i = playerItems.Count - 1; i >= 0; --i )
			{
				if ( i >= playerItems.Count )
					continue;

				Item item = (Item)playerItems[i];

				if ( (item.LastMoved + InventoryDecayTime) <= DateTime.Now )
					item.Delete();
			}

			for ( int i = 0; i < playerItems.Count; ++i )
			{
				Item item = (Item)playerItems[i];

				int price = 0;
				string name = null;

				foreach( IShopSellInfo ssi in sellInfo )
				{
					if ( ssi.IsSellable( item ) )
					{
						price = ssi.GetBuyPriceFor( item );
						name = ssi.GetNameFor( item );
						break;
					}
				}

				if ( name != null && list.Count < 250 )
				{
					list.Add( new BuyItemState( name, cont.Serial, item.Serial, price, item.Amount, item.ItemID, item.Hue ) );
					count++;

					opls.Add( item.PropertyList );
				}
			}

			//one (not all) of the packets uses a byte to describe number of items in the list.  Osi = dumb.
			//if ( list.Count > 255 )
			//	Console.WriteLine( "Vendor Warning: Vendor {0} has more than 255 buy items, may cause client errors!", this );

			if ( list.Count > 0 )
			{
				list.Sort( new BuyItemStateComparer() );

				SendPacksTo( from );
				
				from.Send( new VendorBuyContent( list ) );
				from.Send( new VendorBuyList( this, list ) );
				from.Send( new DisplayBuyList( this ) );
				from.Send( new MobileStatusExtended( from ) );//make sure their gold amount is sent

				for ( int i = 0; i < opls.Count; ++i )
					from.Send( opls[i] as Packet );

				SayTo( from, 500186 ); // Greetings.  Have a look around.
			}
		}

		public virtual void SendPacksTo( Mobile from )
		{
			Item pack = FindItemOnLayer( Layer.ShopBuy );

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Layer = Layer.ShopBuy;
				pack.Movable = false;
				pack.Visible = false;
				AddItem( pack );
			}

			from.Send( new EquipUpdate( pack ) );

			pack = FindItemOnLayer( Layer.ShopSell );

			if ( pack != null )
				from.Send( new EquipUpdate( pack ) );

			pack = FindItemOnLayer( Layer.ShopResale );

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Layer = Layer.ShopResale;
				pack.Movable = false;
				pack.Visible = false;
				AddItem( pack );
			}

			from.Send( new EquipUpdate( pack ) );
		}

		public virtual void VendorSell( Mobile from )
		{
			if ( !IsActiveBuyer )
				return;

			if ( !from.CheckAlive() )
				return;

			if ( !CheckVendorAccess( from ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return;
			}

			Container pack = from.Backpack;

			if ( pack != null )
			{
				IShopSellInfo[] info = GetSellInfo();

				Hashtable table = new Hashtable();

				foreach ( IShopSellInfo ssi in info )
				{
					Item[] items = pack.FindItemsByType( ssi.Types );

					foreach ( Item item in items )
					{
						if ( item is Container && ((Container)item).Items.Count != 0 )
							continue;

						if ( item.IsStandardLoot() && item.Movable && ssi.IsSellable( item ) )
							table[item] = new SellItemState( item, ssi.GetSellPriceFor( item ), ssi.GetNameFor( item ) );
					}
				}

				if ( table.Count > 0 )
				{
					SendPacksTo( from );

					from.Send( new VendorSellList( this, table ) );
				}
				else
				{
					Say( true, "You have nothing I would be interested in." );
				}
			}
		}

		public override bool OnDragDrop( Mobile from, Item dropped )
		{
			if ( dropped is SmallBOD || dropped is LargeBOD )
			{
				if ( !IsValidBulkOrder( dropped ) || !SupportsBulkOrders( from ) )
				{
					SayTo( from, 1045130 ); // That order is for some other shopkeeper.
					return false;
				}
				else if ( (dropped is SmallBOD && !((SmallBOD)dropped).Complete) || (dropped is LargeBOD && !((LargeBOD)dropped).Complete) )
				{
					SayTo( from, 1045131 ); // You have not completed the order yet.
					return false;
				}

				Item reward;
				int gold, fame;

				if ( dropped is SmallBOD )
					((SmallBOD)dropped).GetRewards( out reward, out gold, out fame );
				else
					((LargeBOD)dropped).GetRewards( out reward, out gold, out fame );

				from.SendSound( 0x3D );

				SayTo( from, 1045132 ); // Thank you so much!  Here is a reward for your effort.

				if ( reward != null )
					from.AddToBackpack( reward );

				if ( gold > 1000 )
					from.AddToBackpack( new BankCheck( gold ) );
				else if ( gold > 0 )
					from.AddToBackpack( new Gold( gold ) );

				Titles.AwardFame( from, fame, true );

				dropped.Delete();
				return true;
			}

			return base.OnDragDrop( from, dropped );
		}

		private GenericBuyInfo LookupDisplayObject( object obj )
		{
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();

			for ( int i = 0; i < buyInfo.Length; ++i )
			{
				GenericBuyInfo gbi = buyInfo[i] as GenericBuyInfo;

				if ( gbi.GetDisplayObject() == obj )
					return gbi;
			}

			return null;
		}

		private void ProcessSinglePurchase( BuyItemResponse buy, IBuyItemInfo bii, ArrayList validBuy, ref int controlSlots, ref bool fullPurchase, ref int totalCost )
		{
			int amount = buy.Amount;

			if ( amount > bii.Amount )
				amount = bii.Amount;

			if ( amount <= 0 )
				return;

			int slots = bii.ControlSlots * amount;

			if ( controlSlots >= slots )
			{
				controlSlots -= slots;
			}
			else
			{
				fullPurchase = false;
				return;
			}

			totalCost += bii.Price * amount;
			validBuy.Add( buy );
		}

		private void ProcessValidPurchase( int amount, IBuyItemInfo bii, Mobile buyer, Container cont )
		{
			if ( amount > bii.Amount )
				amount = bii.Amount;

			if ( amount < 1 )
				return;

			bii.Amount -= amount;

			object o = bii.GetObject();

			if ( o is Item )
			{
				Item item = (Item)o;

				if ( item.Stackable )
				{
					item.Amount = amount;

					if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
						item.MoveToWorld( buyer.Location, buyer.Map );
				}
				else
				{
					item.Amount = 1;

					if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
						item.MoveToWorld( buyer.Location, buyer.Map );

					for (int i=1;i<amount;i++)
					{
						item = bii.GetObject() as Item;

						if ( item != null )
						{
							item.Amount = 1;

							if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
								item.MoveToWorld( buyer.Location, buyer.Map );
						}
					}
				}
			}
			else if ( o is Mobile )
			{
				Mobile m = (Mobile)o;

				m.Direction = (Direction)Utility.Random( 8 );
				m.MoveToWorld( buyer.Location, buyer.Map );
				m.PlaySound( m.GetIdleSound() );

				if ( m is BaseCreature )
					((BaseCreature)m).SetControlMaster( buyer );

				for ( int i = 1; i < amount; ++i )
				{
					m = bii.GetObject() as Mobile;

					if ( m != null )
					{
						m.Direction = (Direction)Utility.Random( 8 );
						m.MoveToWorld( buyer.Location, buyer.Map );

						if ( m is BaseCreature )
							((BaseCreature)m).SetControlMaster( buyer );
					}
				}
			}
		}

		public virtual bool OnBuyItems( Mobile buyer, ArrayList list )
		{
			if ( !IsActiveSeller )
				return false;

			if ( !buyer.CheckAlive() )
				return false;

			if ( !CheckVendorAccess( buyer ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return false;
			}

			UpdateBuyInfo();

			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			IShopSellInfo[] info = GetSellInfo();
			int totalCost = 0;
			ArrayList validBuy = new ArrayList( list.Count );
			Container cont;
			bool bought = false;
			bool fromBank = false;
			bool fullPurchase = true;
			int controlSlots = buyer.FollowersMax - buyer.Followers;

			foreach ( BuyItemResponse buy in list )
			{
				Serial ser = buy.Serial;
				int amount = buy.Amount;

				if ( ser.IsItem )
				{
					Item item = World.FindItem( ser );

					if ( item == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( item );

					if ( gbi != null )
					{
						ProcessSinglePurchase( buy, gbi, validBuy, ref controlSlots, ref fullPurchase, ref totalCost );
					}
					else if ( item.RootParent == this )
					{
						if ( amount > item.Amount )
							amount = item.Amount;

						if ( amount <= 0 )
							continue;

						foreach ( IShopSellInfo ssi in info )
						{
							if ( ssi.IsSellable( item ) )
							{
								if ( ssi.IsResellable( item ) )
								{
									totalCost += ssi.GetBuyPriceFor( item ) * amount;
									validBuy.Add( buy );
									break;
								}
							}
						}
					}
				}
				else if ( ser.IsMobile )
				{
					Mobile mob = World.FindMobile( ser );

					if ( mob == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( mob );

					if ( gbi != null )
						ProcessSinglePurchase( buy, gbi, validBuy, ref controlSlots, ref fullPurchase, ref totalCost );
				}
			}//foreach

			if ( fullPurchase && validBuy.Count == 0 )
				SayTo( buyer, 500190 ); // Thou hast bought nothing!
			else if ( validBuy.Count == 0 )
				SayTo( buyer, 500187 ); // Your order cannot be fulfilled, please try again.

			if ( validBuy.Count == 0 )
				return false;

			bought = ( buyer.AccessLevel >= AccessLevel.GameMaster );

			cont = buyer.Backpack;
			if ( !bought && cont != null )
			{
				if ( cont.ConsumeTotal( typeof( Gold ), totalCost ) )
					bought = true;
				else if ( totalCost < 2000 )
					SayTo( buyer, 500192 );//Begging thy pardon, but thou casnt afford that.
			}

			if ( !bought && totalCost >= 2000 )
			{
				if ( !bought )
			{
				int left = Currency.Consume( buyer, totalCost * 100, totalCost >= 2000 );
				if ( left > 0 )
					SayTo( buyer, 500192 );
				else
					bought = true;
			}			}

			if ( !bought )
				return false;
			else
				buyer.PlaySound( 0x32 );

			cont = buyer.Backpack;
			if ( cont == null )
				cont = buyer.BankBox;

			foreach ( BuyItemResponse buy in validBuy )
			{
				Serial ser = buy.Serial;
				int amount = buy.Amount;

				if ( amount < 1 )
					continue;

				if ( ser.IsItem )
				{
					Item item = World.FindItem( ser );

					if ( item == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( item );

					if ( gbi != null )
					{
						ProcessValidPurchase( amount, gbi, buyer, cont );
					}
					else
					{
						if ( amount > item.Amount )
							amount = item.Amount;

						foreach ( IShopSellInfo ssi in info )
						{
							if ( ssi.IsSellable( item ) )
							{
								if ( ssi.IsResellable( item ) )
								{
									Item buyItem;
									if ( amount >= item.Amount )
									{
										buyItem = item;
									}
									else
									{
										buyItem = item.Dupe( amount );
										item.Amount -= amount;
									}

									if ( cont == null || !cont.TryDropItem( buyer, buyItem, false ) )
										buyItem.MoveToWorld( buyer.Location, buyer.Map );

									break;
								}
							}
						}
					}
				}
				else if ( ser.IsMobile )
				{
					Mobile mob = World.FindMobile( ser );

					if ( mob == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( mob );

					if ( gbi != null )
						ProcessValidPurchase( amount, gbi, buyer, cont );
				}

				/*if ( ser >= 0 && ser <= buyInfo.Length )
				{
					IBuyItemInfo bii = buyInfo[ser];

				}
				else
				{
					Item item = World.FindItem( buy.Serial );

					if ( item == null )
						continue;

					if ( amount > item.Amount )
						amount = item.Amount;

					foreach( IShopSellInfo ssi in info )
					{
						if ( ssi.IsSellable( item ) )
						{
							if ( ssi.IsResellable( item ) )
							{
								Item buyItem;
								if ( amount >= item.Amount )
								{
									buyItem = item;
								}
								else
								{
									buyItem = item.Dupe( amount );
									item.Amount -= amount;
								}

								if ( cont == null || !cont.TryDropItem( buyer, buyItem, false ) )
									buyItem.MoveToWorld( buyer.Location, buyer.Map );

								break;
							}
						}
					}
				}*/
			}//foreach

			if ( fullPurchase )
			{
				if ( buyer.AccessLevel >= AccessLevel.GameMaster )
					SayTo( buyer, true, "I would not presume to charge thee anything.  Here are the goods you requested." );
				else if ( fromBank )
					SayTo( buyer, true, "The total of thy purchase is {0} gold, which has been withdrawn from your bank account.  My thanks for the patronage.", totalCost );
				else
					SayTo( buyer, true, "The total of thy purchase is {0} gold.  My thanks for the patronage.", totalCost );
			}
			else
			{
				if ( buyer.AccessLevel >= AccessLevel.GameMaster )
					SayTo( buyer, true, "I would not presume to charge thee anything.  Unfortunately, I could not sell you all the goods you requested." );
				else if ( fromBank )
					SayTo( buyer, true, "The total of thy purchase is {0} gold, which has been withdrawn from your bank account.  My thanks for the patronage.  Unfortunately, I could not sell you all the goods you requested.", totalCost );
				else
					SayTo( buyer, true, "The total of thy purchase is {0} gold.  My thanks for the patronage.  Unfortunately, I could not sell you all the goods you requested.", totalCost );
			}

			return true;
		}

		public virtual bool CheckVendorAccess( Mobile from )
		{
			GuardedRegion reg = this.Region as GuardedRegion;

			if ( reg != null && !reg.CheckVendorAccess( this, from ) )
				return false;

			if ( this.Region != from.Region )
			{
				reg = from.Region as GuardedRegion;

				if ( reg != null && !reg.CheckVendorAccess( this, from ) )
					return false;
			}

			return true;
		}

		public virtual bool OnSellItems( Mobile seller, ArrayList list )
		{
			if ( !IsActiveBuyer )
				return false;

			if ( !seller.CheckAlive() )
				return false;

			if ( !CheckVendorAccess( seller ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return false;
			}

			seller.PlaySound( 0x32 );

			IShopSellInfo[] info = GetSellInfo();
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			int GiveGold = 0;
			int Sold = 0;
			Container cont;
			ArrayList delete = new ArrayList();
			ArrayList drop = new ArrayList();

			foreach ( SellItemResponse resp in list )
			{
				if ( resp.Item.RootParent != seller || resp.Amount <= 0 )
					continue;

				foreach( IShopSellInfo ssi in info )
				{
					if ( ssi.IsSellable( resp.Item ) )
					{
						Sold++;
						break;
					}
				}
			}

			if ( Sold > MaxSell )
			{
				SayTo( seller, true, "You may only sell {0} items at a time!", MaxSell );
				return false;
			} 
			else if ( Sold == 0 )
			{
				return true;
			}

			foreach ( SellItemResponse resp in list )
			{
				if ( resp.Item.RootParent != seller || resp.Amount <= 0 )
					continue;

				foreach( IShopSellInfo ssi in info )
				{
					if ( ssi.IsSellable( resp.Item ) )
					{
						int amount = resp.Amount;

						if ( amount > resp.Item.Amount )
							amount = resp.Item.Amount;

						if ( ssi.IsResellable( resp.Item ) )
						{
							bool found = false;

							foreach ( IBuyItemInfo bii in buyInfo )
							{
								if ( bii.Restock( resp.Item, amount ) )
								{
									resp.Item.Consume( amount );
									found = true;

									break;
								}
							}

							if ( !found )
							{
								cont = this.BuyPack;

								if ( amount < resp.Item.Amount )
								{
									resp.Item.Amount -= amount;
									Item item = resp.Item.Dupe( amount );
									item.SetLastMoved();
									cont.DropItem( item );
								}
								else
								{
									resp.Item.SetLastMoved();
									cont.DropItem( resp.Item );
								}
							}
						}
						else
						{
							if ( amount < resp.Item.Amount )
								resp.Item.Amount -= amount;
							else
								resp.Item.Delete();
						}

						GiveGold += ssi.GetSellPriceFor( resp.Item )*amount;
						break;
					}
				}
			}

			if ( GiveGold > 0 )
			{
				while ( GiveGold > 60000 )
				{
					seller.AddToBackpack( new Gold( 60000 ) );
					GiveGold -= 60000;
				}

				seller.AddToBackpack( new Gold( GiveGold ) );

				seller.PlaySound( 0x0037 );//Gold dropping sound

				if ( SupportsBulkOrders( seller ) )
				{
					Item bulkOrder = CreateBulkOrder( seller, false );

					if ( bulkOrder is LargeBOD )
						seller.SendGump( new LargeBODAcceptGump( seller, (LargeBOD)bulkOrder ) );
					else if ( bulkOrder is SmallBOD )
						seller.SendGump( new SmallBODAcceptGump( seller, (SmallBOD)bulkOrder ) );
				}
			}
			//no cliloc for this?
			//SayTo( seller, true, "Thank you! I bought {0} item{1}. Here is your {2}gp.", Sold, (Sold > 1 ? "s" : ""), GiveGold );
			
			return true;
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 1 ); // version

			ArrayList sbInfos = this.SBInfos;

			for ( int i = 0; sbInfos != null && i < sbInfos.Count; ++i )
			{
				SBInfo sbInfo = (SBInfo)sbInfos[i];
				ArrayList buyInfo = sbInfo.BuyInfo;

				for ( int j = 0; buyInfo != null && j < buyInfo.Count; ++j )
				{
					GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[j];

					int maxAmount = gbi.MaxAmount;
					int doubled = 0;

					switch ( maxAmount )
					{
						case  40: doubled = 1; break;
						case  80: doubled = 2; break;
						case 160: doubled = 3; break;
						case 320: doubled = 4; break;
						case 640: doubled = 5; break;
						case 999: doubled = 6; break;
					}

					if ( doubled > 0 )
					{
						writer.WriteEncodedInt( 1 + ((j * sbInfos.Count) + i) );
						writer.WriteEncodedInt( doubled );
					}
				}
			}

			writer.WriteEncodedInt( 0 );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();

			LoadSBInfo();

			ArrayList sbInfos = this.SBInfos;

			switch ( version )
			{
				case 1:
				{
					int index;

					while ( (index = reader.ReadEncodedInt()) > 0 )
					{
						int doubled = reader.ReadEncodedInt();

						if ( sbInfos != null )
						{
							index -= 1;
							int sbInfoIndex = index % sbInfos.Count;
							int buyInfoIndex = index / sbInfos.Count;
 
							if ( sbInfoIndex >= 0 && sbInfoIndex < sbInfos.Count )
							{
								SBInfo sbInfo = (SBInfo)sbInfos[sbInfoIndex];
								ArrayList buyInfo = sbInfo.BuyInfo;

								if ( buyInfo != null && buyInfoIndex >= 0 && buyInfoIndex < buyInfo.Count )
								{
									GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[buyInfoIndex];

									int amount = 20;

									switch ( doubled )
									{
										case 1: amount =  40; break;
										case 2: amount =  80; break;
										case 3: amount = 160; break;
										case 4: amount = 320; break;
										case 5: amount = 640; break;
										case 6: amount = 999; break;
									}

									gbi.Amount = gbi.MaxAmount = amount;
								}
							}
						}
					}

					break;
				}
			}

			if ( Core.AOS && NameHue == 0x35 )
				NameHue = -1;

			CheckMorph();
		}

		public override void AddCustomContextEntries( Mobile from, ArrayList list )
		{
			if ( from.Alive && IsActiveVendor )
			{
				if ( IsActiveSeller )
					list.Add( new VendorBuyEntry( from, this ) );

				if ( IsActiveBuyer )
					list.Add( new VendorSellEntry( from, this ) );

				if ( SupportsBulkOrders( from ) )
					list.Add( new BulkOrderInfoEntry( from, this ) );
			}

			base.AddCustomContextEntries( from, list );
		}

		public virtual IShopSellInfo[] GetSellInfo()
		{
			return (IShopSellInfo[])m_ArmorSellInfo.ToArray( typeof( IShopSellInfo ) );
		}

		public virtual IBuyItemInfo[] GetBuyInfo()
		{
			return (IBuyItemInfo[])m_ArmorBuyInfo.ToArray( typeof( IBuyItemInfo ) );
		}

		public override bool CanBeDamaged()
		{
			return !IsInvulnerable;
		}
	}
}

namespace Server.ContextMenus
{
	public class VendorBuyEntry : ContextMenuEntry
	{
		private BaseVendor m_Vendor;

		public VendorBuyEntry( Mobile from, BaseVendor vendor ) : base( 6103, 8 )
		{
			m_Vendor = vendor;
			Enabled = vendor.CheckVendorAccess( from );
		}

		public override void OnClick()
		{
			m_Vendor.VendorBuy( this.Owner.From );
		}
	}

	public class VendorSellEntry : ContextMenuEntry
	{
		private BaseVendor m_Vendor;

		public VendorSellEntry( Mobile from, BaseVendor vendor ) : base( 6104, 8 )
		{
			m_Vendor = vendor;
			Enabled = vendor.CheckVendorAccess( from );
		}

		public override void OnClick()
		{
			m_Vendor.VendorSell( this.Owner.From );
		}
	}
}

namespace Server
{
	public interface IShopSellInfo
	{
		//get display name for an item
		string GetNameFor( Item item );

		//get price for an item which the player is selling
		int GetSellPriceFor( Item item );

		//get price for an item which the player is buying
		int GetBuyPriceFor( Item item );

		//can we sell this item to this vendor?
		bool IsSellable( Item item );

		//What do we sell?
		Type[] Types{ get; }

		//does the vendor resell this item?
		bool IsResellable( Item item );
	}

	public interface IBuyItemInfo
	{
		//get a new instance of an object (we just bought it)
		object GetObject();

		int ControlSlots{ get; }

		int PriceScalar{ get; set; }

		//display price of the item
		int Price{ get; }

		//display name of the item
		string Name{ get; }

		//display hue
		int Hue{ get; }

		//display id
		int ItemID{ get; }

		//amount in stock
		int Amount{ get; set; }

		//max amount in stock
		int MaxAmount{ get; }

		//Attempt to restock with item, (return true if restock sucessful)
		bool Restock( Item item, int amount );

		//called when its time for the whole shop to restock
		void OnRestock();
	}
}
 

imanewb

Wanderer
Ok, i've tried, and tried, and tried. But I cannot get this thing to work with the basevendor. I am extreamly new to scripting, so I would ask a great favor. If anyone would please post the modifyed basevendor.cs to where the vendor accepts the currency like spider was trying to show how to do, I would forever be indebted. Please, please, someone post the script in its full form. And save me 2 days work.
 

Greystar

Wanderer
imanewb said:
Ok, i've tried, and tried, and tried. But I cannot get this thing to work with the basevendor. I am extreamly new to scripting, so I would ask a great favor. If anyone would please post the modifyed basevendor.cs to where the vendor accepts the currency like spider was trying to show how to do, I would forever be indebted. Please, please, someone post the script in its full form. And save me 2 days work.


I havnt looked at this thread for a while since I only look for updates but here is what I did, and it has been tested and works

Code:
			bought = ( buyer.AccessLevel >= AccessLevel.GameMaster );
/*
			cont = buyer.Backpack;
			if ( !bought && cont != null )
			{
				if ( cont.ConsumeTotal( typeof( Gold ), totalCost ) )
					bought = true;
				else if ( totalCost < 2000 )
					SayTo( buyer, 500192 );//Begging thy pardon, but thou casnt afford that.
			}

			if ( !bought && totalCost >= 2000 )
			{
				cont = buyer.BankBox;
				if ( cont != null && cont.ConsumeTotal( typeof( Gold ), totalCost ) )
				{
					bought = true;
					fromBank = true;
				}
				else
				{
					SayTo( buyer, 500191 ); //Begging thy pardon, but thy bank account lacks these funds.
				}
			}
*/
			if ( !bought )
			{
				double left = Currency.Consume( buyer, CurrencyGroups.Default, totalCost, totalCost >= 2000, CurrencyType.Both, CurrencyType.Both, true );				
				if ( left > 0 )
					SayTo( buyer, 500192 );
				else
					bought = true;
			}

I can not post by Modded BaseVendor cause of all the other modifications I did would make it not work on your shard.
 

Kamron

Knight
The lite version of this script crashes.. I am currently trying to fix it.. if anyone knows why, please inform me. Does the regular version crash as well?

EDIT: FIXED LITE VERSION (will update in a few)

EDIT: There is still one more crash bug that I am fixing with vendors..
 

Greystar

Wanderer
XxSP1DERxX said:
Fixed the lite version again for an infinite loop bug (for one function which was used by vendors)

Never once had the regular version crash on me since the release of 1.0.3
 

Anvil

Wanderer
OK, I put the new Lite v1.0.2 code in and I changed my basevendor.cs to the following:

Code:
			cont = buyer.Backpack;
/*
			if ( !bought && cont != null )
			{
				if ( cont.ConsumeTotal( typeof( Gold ), totalCost ) )
					bought = true;
				else if ( totalCost < 2000 )
					SayTo( buyer, 500192 );//Begging thy pardon, but thou casnt afford that.
			}

			if ( !bought && totalCost >= 2000 )
			{
				cont = buyer.BankBox;
				if ( cont != null && cont.ConsumeTotal( typeof( Gold ), totalCost ) )
				{
					bought = true;
					fromBank = true;
				}
				else
				{
					SayTo( buyer, 500191 ); //Begging thy pardon, but thy bank account lacks 
these funds.
				}
			}
*/
			if ( !bought )
			{
				double left = Currency.Consume( buyer, totalCost , totalCost >= 2000 );			
	
				if ( left > 0 )
					SayTo( buyer, 500192 );
				else
					bought = true;
			}

			if ( !bought )
			 	return false;
			else
			 	buyer.PlaySound( 0x32 );

			cont = buyer.Backpack;
			if ( cont == null )
				cont = buyer.BankBox;

The first question I have is, is my basevendor.cs code correct? The reason I'm asking is because I'm getting the following... No errors... but something different...

Shard is no longer crashing with the stack overflow errors. But what is happening is when a player has no cash in his pack, and walks up to a vendor and purchases something, the vendor tells him that he doesn't have enough gold to purchase the item, then says you've purchased the item and places it in the players pack. But when you check the bankbox for the gold amount, it never decreases the gold amount in the players bankbox. If I put JUST enough gold in the players pack to purchase the item from the gold in the players pack, it takes all gold to purchase the item except 1 gold coin.

Any ideas? Thanks.

Anvil
 

Kamron

Knight
It doesn't look like you did anything wrong.. I will look into the code the next time I am home. I am sorry for the problems that everyone is having. I recoded the both versions, and I thought that I tested it.

I am actually surprised that there are no problems with the regular version, as that should be the one with the problems, and the lite version should fall through. Oh well, I will work on, and thanks for the bug reports.
 

KingSmidgens

Wanderer
I like the idea of this system.. having monsters drop a mixture of currencies is neat.. I can make a monster drop a few platinum and have it be equal to hundreds of gold, for those super boss monsters that have oh so much gold ><

and evil, 200k gold in copper for the champ spawns.. muahaha!!

anyway, i'm having some trouble with your system.. I put in the differences in gold and bankcheck.cs, but i'm getting an error with CurrencyGroup.cs, and i'm still getting it, even after I put in your example.zip along with the mithril, electrum.cs etc.. the error is as follows:


Error: filepath\CurrencyGroup.cs: CS0101: (line 6, column 15) The namespace 'Server' already contains a definition for 'CurrencyGroups'


Just that one error, which is weird, because I looked and looked and besides Currency.cs there isn't really a reference to CurrencyGroup, and how could the script files conflict if others people have got it to work? O.O lol
 

Axle

Wanderer
KingSmidgens said:
I like the idea of this system.. having monsters drop a mixture of currencies is neat.. I can make a monster drop a few platinum and have it be equal to hundreds of gold, for those super boss monsters that have oh so much gold ><

and evil, 200k gold in copper for the champ spawns.. muahaha!!

anyway, i'm having some trouble with your system.. I put in the differences in gold and bankcheck.cs, but i'm getting an error with CurrencyGroup.cs, and i'm still getting it, even after I put in your example.zip along with the mithril, electrum.cs etc.. the error is as follows:


Error: filepath\CurrencyGroup.cs: CS0101: (line 6, column 15) The namespace 'Server' already contains a definition for 'CurrencyGroups'


Just that one error, which is weird, because I looked and looked and besides Currency.cs there isn't really a reference to CurrencyGroup, and how could the script files conflict if others people have got it to work? O.O lol

Perform a windows search in your scripts folder for files named *.cs, containing text currencygroups. you might also search the runuo source files as well.
 

Kamron

Knight
I fixed the problem with Currency1.0.3, so hopefully it will work on its own. The problem is that I accidently removed it, and I do not have the original version to put back up. The version that I have is somewhat newer, however its not completed. Therefore the one which is uploaded may not work with Example1.0.3. If anyone has the version which will work with Example1.0.3, please upload it, thanks.

As for Currency Lite, I tested 1.0.2, and there are no problems which I can find. There is only a problem with overweight purchases with vendors.
 

Kamron

Knight
I have fixed the problem with Currency1.0.3, and updated it. Anyone who got a compile error, or was having problems, please redownload it. This pertains to your problem, KingSmidgens
 
I have aquired the need to have a milti currency system, and I have a few questions regarding changes made through out the replies here.

With the base vendor addations Should I use the method listed slightly above here by anvil or the one listed on the first page of the tread?

and also, the script package comes with a gold.cs file and a bankcheck.cs file, but for currencyconversion they use int instead of double.

I am guessing that I need the Vendor Mod by anvil, if it is correct, and the double version and not int?

And the command I'd use to make a vendor only accept one type of currency would be [Add Vendor set AcceptedCurrency Silver?

*EDIT* I see sevral ideas about how to make a vendor spawn that way using the proper currency, but doesn't look like anythings set in stone. I got spawners that if no ones around the vendors unspawn if no ones around and respawn if someone comes to the town, which may make the custom towns a poroblem. Any suggestions on which method to use with that?

*EDIT 2* Oh anvils version is for lite didn't notice that before, Im using the extended version.
 

Greystar

Wanderer
MetallicSomber said:
I have aquired the need to have a milti currency system, and I have a few questions regarding changes made through out the replies here.

With the base vendor addations Should I use the method listed slightly above here by anvil or the one listed on the first page of the tread?

and also, the script package comes with a gold.cs file and a bankcheck.cs file, but for currencyconversion they use int instead of double.

I am guessing that I need the Vendor Mod by anvil, if it is correct, and the double version and not int?

And the command I'd use to make a vendor only accept one type of currency would be [Add Vendor set AcceptedCurrency Silver?

*EDIT* I see sevral ideas about how to make a vendor spawn that way using the proper currency, but doesn't look like anythings set in stone. I got spawners that if no ones around the vendors unspawn if no ones around and respawn if someone comes to the town, which may make the custom towns a poroblem. Any suggestions on which method to use with that?

*EDIT 2* Oh anvils version is for lite didn't notice that before, Im using the extended version.

Ignore my comment about the [add vendor set acceptedcurrency thing. It was something I would have liked to see being able to do. Vendors will accept all currency if they are using you extended currencies and will give proper change. I used to have one set up which used the extended system using doubles. Also you only have to use the doubles if you want to use currency values of less the 1 where gold is still base of one and currencies like silver/copper are something less then one and some other coin types like
platinum and (whatever higher value coin name you'd like to use) being worth more. However say you wanted to have your lowest currency as silver and then that would be valued at 1 and then go up from there 1 gold = 5 silver etc then gold value would be 5. the double usuage is an optional thing though. Im sure Sp1der would be happy to answer things in a bit more detail.
 
Nm Im an idot. Missed a bracket when I copied and pasted a line.


*EDIT* ok Got an odd problem then that, I got it to complile, but when I buy something (as long as the gold is in my bag) it works, but if its not in my bag, but in the bank it purchases the item anyway, and doesn't subtract the amount from the bank.

*edit again* Hummm now I can't get it to do that again. seems Ok i've tried in both player and GM mode (of course it don't hcarge anything in GM mode but I wanted to see if he still said the message about charging)

How would you make a Vendor use the other currencys? all I can seem to sell or buy with is the gold. Is there something that needs to be done speical?

and is there a a command for making bank checks with the other currencys?
 

Greystar

Wanderer
MetallicSomber said:
Nm Im an idot. Missed a bracket when I copied and pasted a line.


*EDIT* ok Got an odd problem then that, I got it to complile, but when I buy something (as long as the gold is in my bag) it works, but if its not in my bag, but in the bank it purchases the item anyway, and doesn't subtract the amount from the bank.

*edit again* Hummm now I can't get it to do that again. seems Ok i've tried in both player and GM mode (of course it don't hcarge anything in GM mode but I wanted to see if he still said the message about charging)

How would you make a Vendor use the other currencys? all I can seem to sell or buy with is the gold. Is there something that needs to be done speical?

and is there a a command for making bank checks with the other currencys?

There are no bankchecks for other currencies you'd have to write them yourself. Sp1der only designed this for the coin currency and to use the gold bankcheck, however you might be able to follow the example for gold to make other ones. I had that issue with the vendor purchase thing once before and I don't remember if it fixxed itself or if I fixxed it. If you have other currencies and have the code in the vendor set up correctly it should use them and give proper change like if something costs 5 copper and all you have is a gold piece it will give you change in whatever would be the remain smaller currency.
 

Kamron

Knight
MetallicSomber said:
Nm Im an idot. Missed a bracket when I copied and pasted a line.


*EDIT* ok Got an odd problem then that, I got it to complile, but when I buy something (as long as the gold is in my bag) it works, but if its not in my bag, but in the bank it purchases the item anyway, and doesn't subtract the amount from the bank.

*edit again* Hummm now I can't get it to do that again. seems Ok i've tried in both player and GM mode (of course it don't hcarge anything in GM mode but I wanted to see if he still said the message about charging)

How would you make a Vendor use the other currencys? all I can seem to sell or buy with is the gold. Is there something that needs to be done speical?

and is there a a command for making bank checks with the other currencys?

Sorry for the late posting, I never actually saw this. You would have to code the coins and bankcheck currencies yourself, and then use the example I provided to add them to the system. Then on the vendor, simply use the Currency.Consume() function (the whole point of this system), to consume the currency.

Vendors list items in GOLD EQUIVALANT PRICES (unless you code it otherwise), therefore whatever the price is, you must multiply or divide it to be equivalant to your LOWEST denomination currency (eg copper).
 

Soul Taker

Wanderer
i love the multiple currency, but it'd be nice if there was a npc that converged the coins like i got 1 mill in bronze and wanted to change into platinum or along those lines, anyways great system thanks for posting it
 
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