kilst87
10-13-2014, 11:17 PM
So I've spent too many hours trying to get this thing to work (not a coder), but I think I've finally got it.
I just want someone to look over it, point out any flaws, and maybe clean it up a little if they can be bothered. It works fine from what I can tell, I just bet it's a mess though.
################################################## ###########
# Programmable Auto-Updating Merchant #
# This quest allows you to have a merchant whose selling #
# items change based on a timer. You set up a blank vendor.#
# All the items are stored in the merchantlist_temp table. #
# The shouts were mainly for testing, but they would be #
# useful anyway. --kilst87 #
################################################## ###########
sub EVENT_SPAWN{
quest::shout("Spawned!");
quest::settimer("random_loot_timer", 5);
#sets the timer that triggers merchant to post/withdraw items
}
sub EVENT_TIMER{
my $randi = int(rand(3));
#sets $randi with a random number between 0 and 2 to decide what to sell
if($randi == 1) {
if($timer eq "random_loot_timer"){
quest::MerchantSetItem(999219, 1111, 10000);
quest::MerchantSetItem(999219, 1112, 10000);
quest::MerchantSetItem(999219, 1113, 10000);
quest::MerchantSetItem(999219, 1114, 10000);
quest::shout("Added items1!");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_1", 10);
}
#sets armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_1") {
quest::MerchantSetItem(999219, 1111, 0);
quest::MerchantSetItem(999219, 1112, 0);
quest::MerchantSetItem(999219, 1113, 0);
quest::MerchantSetItem(999219, 1114, 0);
quest::shout("Despawning after deleting items1");
#quest::stoptimer("itemgroup_1");
quest::respawn(999219,0);
}
#removes armor, stops second timer and respawns Merchant
}
elsif($randi == 0) {
if($timer eq "random_loot_timer"){
quest::MerchantSetItem(999219, 2111, 10000);
quest::MerchantSetItem(999219, 2112, 10000);
quest::MerchantSetItem(999219, 2113, 10000);
quest::MerchantSetItem(999219, 2114, 10000);
quest::shout("Added items!2");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_2", 10);
}
#sets armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_2") {
quest::MerchantSetItem(999219, 2111, 0);
quest::MerchantSetItem(999219, 2112, 0);
quest::MerchantSetItem(999219, 2113, 0);
quest::MerchantSetItem(999219, 2114, 0);
quest::shout("Despawning after deleting items2");
#quest::stoptimer("itemgroup_2");
quest::respawn(999219,0);
}
#removes armor, stops second timer and respawns Merchant
}
elsif($randi == 2) {
if($timer eq "random_loot_timer"){
quest::shout("Selling banded armor CHEAP!!");
quest::MerchantSetItem(999219, 3053, 10000);
quest::MerchantSetItem(999219, 3054, 10000);
quest::MerchantSetItem(999219, 3055, 10000);
quest::MerchantSetItem(999219, 3056, 10000);
quest::MerchantSetItem(999219, 3057, 10000);
quest::MerchantSetItem(999219, 3058, 10000);
quest::MerchantSetItem(999219, 3059, 10000);
quest::MerchantSetItem(999219, 3060, 10000);
quest::MerchantSetItem(999219, 3061, 10000);
quest::MerchantSetItem(999219, 3062, 10000);
quest::MerchantSetItem(999219, 3063, 10000);
quest::MerchantSetItem(999219, 3064, 10000);
quest::shout("Added items!3");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_3", 10);
}
#sets banded armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_3") {
quest::MerchantSetItem(999219, 3053, 0);
quest::MerchantSetItem(999219, 3054, 0);
quest::MerchantSetItem(999219, 3055, 0);
quest::MerchantSetItem(999219, 3056, 0);
quest::MerchantSetItem(999219, 3057, 0);
quest::MerchantSetItem(999219, 3058, 0);
quest::MerchantSetItem(999219, 3059, 0);
quest::MerchantSetItem(999219, 3060, 0);
quest::MerchantSetItem(999219, 3061, 0);
quest::MerchantSetItem(999219, 3062, 0);
quest::MerchantSetItem(999219, 3063, 0);
quest::MerchantSetItem(999219, 3064, 0);
quest::shout("Despawning after deleting items3");
#quest::stoptimer("itemgroup_3");
quest::respawn(999219,0);
}
#removes banded armor, stops second timer and respawns Merchant
}
}
Edit: Okay, it seems to break a lot when removing items (maybe because the timers are so tight?), but I've let the second timer just loop til it catches it for now.
Edit2: Also, I don't know how to check if there are still items on the merchants, and then not set the item count to 0. If the items aren't there and you set them to 0, they will appear as "quantity: --", be visable, and one is sellable. I've set the item count high to counteract this, but it's a flaw.
Edit3: Huge bug. Characters spells lock up, and you can't open vendor windows etc etc.. after the merchant has been running too long. Zoning fixes the issue.
I just want someone to look over it, point out any flaws, and maybe clean it up a little if they can be bothered. It works fine from what I can tell, I just bet it's a mess though.
################################################## ###########
# Programmable Auto-Updating Merchant #
# This quest allows you to have a merchant whose selling #
# items change based on a timer. You set up a blank vendor.#
# All the items are stored in the merchantlist_temp table. #
# The shouts were mainly for testing, but they would be #
# useful anyway. --kilst87 #
################################################## ###########
sub EVENT_SPAWN{
quest::shout("Spawned!");
quest::settimer("random_loot_timer", 5);
#sets the timer that triggers merchant to post/withdraw items
}
sub EVENT_TIMER{
my $randi = int(rand(3));
#sets $randi with a random number between 0 and 2 to decide what to sell
if($randi == 1) {
if($timer eq "random_loot_timer"){
quest::MerchantSetItem(999219, 1111, 10000);
quest::MerchantSetItem(999219, 1112, 10000);
quest::MerchantSetItem(999219, 1113, 10000);
quest::MerchantSetItem(999219, 1114, 10000);
quest::shout("Added items1!");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_1", 10);
}
#sets armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_1") {
quest::MerchantSetItem(999219, 1111, 0);
quest::MerchantSetItem(999219, 1112, 0);
quest::MerchantSetItem(999219, 1113, 0);
quest::MerchantSetItem(999219, 1114, 0);
quest::shout("Despawning after deleting items1");
#quest::stoptimer("itemgroup_1");
quest::respawn(999219,0);
}
#removes armor, stops second timer and respawns Merchant
}
elsif($randi == 0) {
if($timer eq "random_loot_timer"){
quest::MerchantSetItem(999219, 2111, 10000);
quest::MerchantSetItem(999219, 2112, 10000);
quest::MerchantSetItem(999219, 2113, 10000);
quest::MerchantSetItem(999219, 2114, 10000);
quest::shout("Added items!2");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_2", 10);
}
#sets armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_2") {
quest::MerchantSetItem(999219, 2111, 0);
quest::MerchantSetItem(999219, 2112, 0);
quest::MerchantSetItem(999219, 2113, 0);
quest::MerchantSetItem(999219, 2114, 0);
quest::shout("Despawning after deleting items2");
#quest::stoptimer("itemgroup_2");
quest::respawn(999219,0);
}
#removes armor, stops second timer and respawns Merchant
}
elsif($randi == 2) {
if($timer eq "random_loot_timer"){
quest::shout("Selling banded armor CHEAP!!");
quest::MerchantSetItem(999219, 3053, 10000);
quest::MerchantSetItem(999219, 3054, 10000);
quest::MerchantSetItem(999219, 3055, 10000);
quest::MerchantSetItem(999219, 3056, 10000);
quest::MerchantSetItem(999219, 3057, 10000);
quest::MerchantSetItem(999219, 3058, 10000);
quest::MerchantSetItem(999219, 3059, 10000);
quest::MerchantSetItem(999219, 3060, 10000);
quest::MerchantSetItem(999219, 3061, 10000);
quest::MerchantSetItem(999219, 3062, 10000);
quest::MerchantSetItem(999219, 3063, 10000);
quest::MerchantSetItem(999219, 3064, 10000);
quest::shout("Added items!3");
quest::stoptimer("random_loot_timer");
quest::settimer("itemgroup_3", 10);
}
#sets banded armor, stops the first timer, and starts the second timer
if($timer eq "itemgroup_3") {
quest::MerchantSetItem(999219, 3053, 0);
quest::MerchantSetItem(999219, 3054, 0);
quest::MerchantSetItem(999219, 3055, 0);
quest::MerchantSetItem(999219, 3056, 0);
quest::MerchantSetItem(999219, 3057, 0);
quest::MerchantSetItem(999219, 3058, 0);
quest::MerchantSetItem(999219, 3059, 0);
quest::MerchantSetItem(999219, 3060, 0);
quest::MerchantSetItem(999219, 3061, 0);
quest::MerchantSetItem(999219, 3062, 0);
quest::MerchantSetItem(999219, 3063, 0);
quest::MerchantSetItem(999219, 3064, 0);
quest::shout("Despawning after deleting items3");
#quest::stoptimer("itemgroup_3");
quest::respawn(999219,0);
}
#removes banded armor, stops second timer and respawns Merchant
}
}
Edit: Okay, it seems to break a lot when removing items (maybe because the timers are so tight?), but I've let the second timer just loop til it catches it for now.
Edit2: Also, I don't know how to check if there are still items on the merchants, and then not set the item count to 0. If the items aren't there and you set them to 0, they will appear as "quantity: --", be visable, and one is sellable. I've set the item count high to counteract this, but it's a flaw.
Edit3: Huge bug. Characters spells lock up, and you can't open vendor windows etc etc.. after the merchant has been running too long. Zoning fixes the issue.