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i want a shop to sell 25 different units how?

07-12-2006, 12:07 PM#1
united_shadows
the maximum slot space for a shop is 11 slots i need it to have 25 is there a way to make a scroll for it or what? help me!!
07-12-2006, 12:15 PM#2
Mc !
You could make it use two shops instead of one, or you could create a spell book ability that "sells" things, you will have to make all the things you want to sell abilities though...

And there was no need of making two threads
07-12-2006, 12:28 PM#3
Rising_Dusk
Sometimes it gets a bit laggy and when you click the 'post' button twice thinking it's just lag it actually posts twice.
I somehow think it was an unintentional error.

And can't you just cycle through the items via triggers?
Randomly select any given 11 items from your 25 every say... 30 seconds and add them to the stock of the shop, then when the 30 seconds are up remove them from the stock and add another random 11.
07-12-2006, 01:05 PM#4
united_shadows
im selling units but perhaps there is something in what your saying... but that still makes it so i gotta add 27 triggers since i need 27 shops with this...
07-12-2006, 01:31 PM#5
King Klear
I would go with the two shops solution.
That would be more convenient for the player too, IMO
07-12-2006, 02:23 PM#6
united_shadows
it would still be 25 more triggers i have to do and it would look bad for the game im making..
07-12-2006, 02:32 PM#7
Bulletcatcher
There is no way to sell 25 units from a single shop without using abilities in spellbooks. You might be able to squeeze six additional units into the item space of the shop somehow, but that's it.

One thing you could do is add a 'next page' button to the shop, having it cycle through otherwise identical shops selling different units. (Use the 'upgrade to' field, and give each shop the icon and description fitting for a 'next page' button as well as a zero gold/lumber cost and a near-zero build time if you really want to avoid making triggers for it.)
07-14-2006, 01:34 AM#8
illidan92
For the next page thing use a dummy unit. Place shop 1 then make a unit called shop 1 (editor suffix: dummy) and make the shop like scale 1. Set it's pathing to 0 and make classification walkable. Then have a custom item on shop1 called (like bulletcatcher said) next page. Then make a trigger.
Event-
Unit acquires item
Conditions-
Item type of <item being manipulated> equal to <next page>
Actions-
Cause <owner of <hero manipulating item>> to select <shop 1 dummy>
07-14-2006, 11:09 AM#9
Fulla
Having a scroll to next page is a bad idea, unless singleplayer. It can get annoying when 2 players are trying to buy items on different "pages"

Make two triggers, trigger 1 & trigger 2

- Every 20 seconds run trigger 1
- Have trigger 2 also running every 20 seconds.
- Have trigger 2 initially OFF but have another trigger with a 10 second wait that then switches trigger 2 on.

This way they will both run with 10 second intervals inbetween them.


Now have a shop with no items, i.e. blank.

- Trigger 1 should remove all items from shop and add first 11 items you want.
- Trigger 2 should remove all items from shops and add second 11 items you want.

This way the items the shop will change items every 10 seconds.

Just remember you cannot remove items from a shop, if they are on the shop as default.
You must start with a blank shop and manually add items, if you later wish to remove them.

Last note: If you want more than 22 items, then simply add a trigger 3, or more. Also you can fiddle with the timers if you want items to be switched at greater or lesser intervals.
07-14-2006, 12:05 PM#10
Earth-Fury
You could do the pages idea by making many shops, but only making 1 of them player-selectable. Then, when the player selects the shop, s/he is forced to select the correct shop for their current 'page'.