I look forward to seeing an illustration of Cousin Digby's pile on Digebiti.
More like a castle than a manse, sorry.
It's those Mountain Seoids, you see. They can do a lot of damage to a manse. Something more defensive has a better chance to protect those inside. As happened a century back - Duke Dorian and his entourage were then attacked by one in the castle and survived the experience. The castle survived too, just needing some pointing and a repaint of the inside of the drawing room.
It's a simple matter to prevent a player buying a commodity at a station (set market quantity to 0) but is there a simple way to prevent a player from selling a commodity at a station?
I'm trying to simulate a no demand situation without just lowering the market price significantly.
I want to not only discourage the player from selling but to actually prevent them from doing so without confiscation.
It's a simple matter to prevent a player buying a commodity at a station (set market quantity to 0) but is there a simple way to prevent a player from selling a commodity at a station?
I'm trying to simulate a no demand situation without just lowering the market price significantly.
I want to not only discourage the player from selling but to actually prevent them from doing so without confiscation.
I’ve always used the playerSoldCargo world event, and just reversed the effects of the passed parameters. If I remember I’ll post a code snippet doing this later this morning.
It's a simple matter to prevent a player buying a commodity at a station (set market quantity to 0) but is there a simple way to prevent a player from selling a commodity at a station?
I'm trying to simulate a no demand situation without just lowering the market price significantly.
I want to not only discourage the player from selling but to actually prevent them from doing so without confiscation.
Set capacity to 0. And, see the market script in this, for my experiments:
I’ve always used the playerSoldCargo world event, and just reversed the effects of the passed parameters. If I remember I’ll post a code snippet doing this later this morning.
That would still be of interest if not inconvenient for you.
//-------------------------------------------------------------------------------------------------------------
// stop the player from selling cargo (in this case, slaves)
this.playerSoldCargo = function (commodity, units, price) {
var p = player.ship;
var stn = p.dockedStation;
if (commodity === "slaves") {
var refund = units;
// take credits off player
player.credits -= ((price / 10) * refund);
// give commodity back to player
p.manifest[commodity] += refund;
// take commodity away from station
stn.setMarketQuantity(commodity, stn.market[commodity].quantity - refund);
// Market Observer interface - make sure this doesn't impact on it's data
if (worldScripts.market_observer3) {
this._sale = {
commodity: commodity,
units: units,
price: price
};
this._mo_timer = new Timer(this, this.$reverseMOSale, 0.25, 0);
}
}
}
//-------------------------------------------------------------------------------------------------------------
this.$reverseMOSale = function $reverseMOSale() {
var mo = worldScripts.market_observer3;
mo.playerBoughtCargo(this._sale.commodity, this._sale.units, this._sale.price);
this._sale = {};
}