Dev build/Linux: magic item shops restocking do not match classic [PARTIALLY RESOLVED]
- pango
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Re: theJF - Daggerfall Unity (w/Mods) Part 5 (video)
That's this issue: viewtopic.php?f=24&t=1398
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- Jay_H
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- Hazelnut
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Re: Dev build/Linux: magic item shops restocking do not match classic
Yeah, guys, we haven't forgotten about this. (well I haven't at least)
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
- Interkarma
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Re: Dev build/Linux: magic item shops restocking do not match classic [PARTIALLY RESOLVED]
I've added a partial fix for this to rotate stock once every 24 hours using a deterministic seed. This is probably "good enough" for now in terms of stock rotation, even if it doesn't match classic perfectly.
However, any purchased items will restock the moment player opens purchase UI again. This still needs to be addressed. Will revisit this again later.
However, any purchased items will restock the moment player opens purchase UI again. This still needs to be addressed. Will revisit this again later.
- Ferital
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Re: Dev build/Linux: magic item shops restocking do not match classic [PARTIALLY RESOLVED]
I've started to reverse engineer classic mechanics for magic item restocking a while back but didn't go far. Anyway it's still on my todo list.
- pango
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Re: Dev build/Linux: magic item shops restocking do not match classic [PARTIALLY RESOLVED]
Sorry for the piggy back, but the same issue exists with potion sellers; If you close/reopen the interface, they immediately restock with a new set of potions... I guess it must be a very similar issue.
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When a measure becomes a target, it ceases to be a good measure.
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- Hazelnut
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Re: Dev build/Linux: magic item shops restocking do not match classic [PARTIALLY RESOLVED]
Well that actually matches classic IIRC. Was planning to imporove it once I saw how magic items work when classic behaviour was figured out.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods