Hadeszeus 15 Posted January 31, 2014 (edited) Is there a simple script that reduced all the price of the items by group or by type? Like what @autoloottype list: Healing, usable, etc, weapon, armor, card, petegg, petarmor, ammo. For example: (Price applied on each item regardless the rarity or level of the item.) Healing: 1z EACH Usable: 1z EACH Etc: 5z EACH Armor: 10z EACH Weapon: 20 EACH Is this even possible? Edited January 31, 2014 by Hadeszeus Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted January 31, 2014 Can someone confirm if this is doable? Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted January 31, 2014 (edited) Well its possible, but you want this for global shops? If want shop specific its better to edit script, if want global, then edit the source. Today, have no time so maybe in next 2 days, i can do this, Just describe it more, so others can also help you. You said reduce all price, but in next line you told, healing item worth 10k, but some healing items are only of 100, so would it be possible for you to describe little more about how you want it to work? Edited January 31, 2014 by Dastgir Pojee Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted January 31, 2014 (edited) Well its possible, but you want this for global shops? If want shop specific its better to edit script, if want global, then edit the source. Today, have no time so maybe in next 2 days, i can do this, Just describe it more, so others can also help you. You said reduce all price, but in next line you told, healing item worth 10k, but some healing items are only of 100, so would it be possible for you to describe little more about how you want it to work? Sorry for confusion.. Yes what I really want to do is to reduce the price of all items in item_db without modifying the file. Item listed on npc or shops are not affected since modifying the shop files is easy. The goal is to easily control your future game economy. Without editting each line in itemdb. Edited January 31, 2014 by Hadeszeus Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted February 1, 2014 Well its possible, but you want this for global shops? If want shop specific its better to edit script, if want global, then edit the source. Today, have no time so maybe in next 2 days, i can do this, Just describe it more, so others can also help you. You said reduce all price, but in next line you told, healing item worth 10k, but some healing items are only of 100, so would it be possible for you to describe little more about how you want it to work? Sorry for confusion.. Yes what I really want to do is to reduce the price of all items in item_db without modifying the file. Item listed on npc or shops are not affected since modifying the shop files is easy. The goal is to easily control your future game economy. Without editting each line in itemdb. reduce price by percentage or fixed price?and if price is reduced, surely all shops will be affected. 1 Hadeszeus reacted to this Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 1, 2014 Fixed Price Sir. Its perfect if all shops reduce too. Thank you! Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 2, 2014 Sir i hope you have time to do this.. really need this if possible.. Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted February 2, 2014 (edited) if you use SQL database update item_db_re set price_buy = 1 where type = 0; #healing itemsupdate item_db_re set price_buy = 1 where type = 2 or type = 11; #usable itemsupdate item_db_re set price_buy = 5 where type = 3; #Etc itemsupdate item_db_re set price_buy = 10 where type = 5; #Armor itemsupdate item_db_re set price_buy = 20 where type = 4; #Weapon itemsEDIT wait ...hercules still haven't fix the weapon and armor item type ? Edited February 2, 2014 by AnnieRuru Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 2, 2014 if you use SQL database update item_db_re set price_buy = 1 where type = 0; #healing itemsupdate item_db_re set price_buy = 1 where type = 2 or type = 11; #usable itemsupdate item_db_re set price_buy = 5 where type = 3; #Etc itemsupdate item_db_re set price_buy = 10 where type = 5; #Armor itemsupdate item_db_re set price_buy = 20 where type = 4; #Weapon itemsEDIT wait ...hercules still haven't fix the weapon and armor item type ? Im using item_db.txt Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted February 2, 2014 (edited) honestly ... that's the reason I go for SQL database ... I knew hercules has rewritten the item_db.txt has better loading time but I still in favor for the SQL ones ... because I can always manipulate the data easily with SQL commands hercules's item_db.txt ... is extremely hard to edit unlike rathena still using old system, I can still suggest using regular expression to solve this problem but hercules one ... I have no idea how to edit them ... because the Type: and Buy: is in different lines EDIT: suddenly I feel like this might work if modify source code .. Edited February 2, 2014 by AnnieRuru Quote Share this post Link to post Share on other sites
0 Angelmelody 221 Posted February 2, 2014 if you use SQL database update item_db_re set price_buy = 1 where type = 0; #healing itemsupdate item_db_re set price_buy = 1 where type = 2 or type = 11; #usable itemsupdate item_db_re set price_buy = 5 where type = 3; #Etc itemsupdate item_db_re set price_buy = 10 where type = 5; #Armor itemsupdate item_db_re set price_buy = 20 where type = 4; #Weapon itemsEDIT wait ...hercules still haven't fix the weapon and armor item type ? About storage armor & weapon Inverted issue , Herc's solution was different form rA,It's no need to switch item type http://herc.ws/board/tracker/issue-7749-storage-problem/ Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted February 2, 2014 https://github.com/HerculesWS/Hercules/blob/master/src/map/clif.c#L73 holy **** ... this can't be right ... I can't believe hercules is using bandage solution ... Quote Share this post Link to post Share on other sites
0 Ind 945 Posted February 2, 2014 https://github.com/HerculesWS/Hercules/blob/master/src/map/clif.c#L73 holy **** ... this can't be right ... I can't believe hercules is using bandage solution ... I don't think you're getting the point, it means client devs have swapped the ids on packetver 20080827 onwards, therefore we have to swap it accordingly with the packetver, either one way or another, in order to support a high range of clients 1 AnnieRuru reacted to this Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted February 2, 2014 http://rathena.org/board/tracker/issue-8180-storage-armor-weapon-tab-are-inverted/ The problem seems to be that Athena got wrong the item types. We've always believed that 4 is Weapon, while 5 is Armor/Garment/Boots/Headgear (see documentation/item_db.txt), but it's actually the other way around.so skotlex means that "We've always believed" is actually since year 2008 ? hmm ... well at least this has clear one of my doubt Quote Share this post Link to post Share on other sites
0 Ind 945 Posted February 2, 2014 yes, the values in use officially were those before that packetver. we did not swap ours (in the db files) as rathena did because we found it to be an unnecessary burden on the users. 2 AnnieRuru and evilpuncker reacted to this Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 18, 2014 (edited) honestly ... that's the reason I go for SQL database ... I knew hercules has rewritten the item_db.txt has better loading time but I still in favor for the SQL ones ... because I can always manipulate the data easily with SQL commands hercules's item_db.txt ... is extremely hard to edit unlike rathena still using old system, I can still suggest using regular expression to solve this problem but hercules one ... I have no idea how to edit them ... because the Type: and Buy: is in different lines EDIT: suddenly I feel like this might work if modify source code .. Hi Annie, can you please help me with this one? If you have time or in the mood to edit the source and make it possible. Right now, I was able to convert itemdb to sql using db2slq.bat the problem is I can't convert it back to item_db.conf Edited February 18, 2014 by AnnieRuru move to source request Quote Share this post Link to post Share on other sites
0 AnnieRuru 957 Posted February 18, 2014 (edited) simple patch http://upaste.me/631810678b37dc39c tested with prontera,157,183,1 shop kjvhkxjvx 100,501:-1,1201:-1,2304:-1note that npc shops that already has a value will still overwrite the price though and of course ... merchant can discount/overcharge it Edited February 18, 2014 by AnnieRuru 2 Hadeszeus and rhay18 reacted to this Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 19, 2014 @AnnieRuru, thank you again for this one. This made my day. I'll test this after work. Annie, just a quick question. when you say npc shops, means POD shops are included? I mean for example this one http://pastebin.com/raw.php?i=SSrWesuy Quote Share this post Link to post Share on other sites
0 Dastgir 1246 Posted February 19, 2014 @AnnieRuru, thank you again for this one. This made my day. I'll test this after work. Annie, just a quick question. when you say npc shops, means POD shops are included? I mean for example this one http://pastebin.com/raw.php?i=SSrWesuy no, pod shops like this are not included. Quote Share this post Link to post Share on other sites
0 Hadeszeus 15 Posted February 19, 2014 @AnnieRuru, thank you again for this one. This made my day. I'll test this after work. Annie, just a quick question. when you say npc shops, means POD shops are included? I mean for example this one http://pastebin.com/raw.php?i=SSrWesuy no, pod shops like this are not included. Yey! Then, that's awesomeness! Thanks Dastgir for confirming. Quote Share this post Link to post Share on other sites
Is there a simple script that reduced all the price of the items by group or by type?
Like what @autoloottype list: Healing, usable, etc, weapon, armor, card, petegg, petarmor, ammo.
For example: (Price applied on each item regardless the rarity or level of the item.)
Healing: 1z EACH
Usable: 1z EACH
Etc: 5z EACH
Armor: 10z EACH
Weapon: 20 EACH
Is this even possible?
Edited by HadeszeusShare this post
Link to post
Share on other sites