[Mod] Smart shop 7.11 [smartshop]

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rubenwardy
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Re: [Mod] Smart shop [smartshop]

by rubenwardy » Post

Wow, this is like watching a really bad hacking ahow
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Hello profile reader

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ParaklataChotou
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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

MineYoshi wrote:
ParaklataChotou wrote:I removed the old c++ and now it's working fine - by the moment. but if you say that it's error on programming, so I'll need to consider remove this mod. It's an amazing mod, but these bugs are unacceptable for a server.
I forgot the say there is a Lua compiler in the engine... So can be from the engine too, but since mostly times is the mod, i have to say i didn't think about that fact
YES, THE PROBLEM IS C++ ENGINE. BECAUSE NOW MY SERVER IT'S NOT CRASHING.
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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

You were right. My server still crashing. I'll download the mod again, and install it. If it still crashing, I'll remove it.
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Re: [Mod] Smart shop [smartshop]

by MineYoshi » Post

ParaklataChotou wrote:You were right. My server still crashing. I'll download the mod again, and install it. If it still crashing, I'll remove it.
Try with a fresh Minetest version...
Are you using 64bit Minetest? (Justly wondering)
Have a nice day! :D

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ParaklataChotou
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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

MineYoshi wrote:
ParaklataChotou wrote:You were right. My server still crashing. I'll download the mod again, and install it. If it still crashing, I'll remove it.
Try with a fresh Minetest version...
Are you using 64bit Minetest? (Justly wondering)
Yes, I'm using 64 bit. And this minetest I downloaded recently. But I tried this: now I added the smartshop folder directly to minetest_game folder. Now let's see if it works.
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Re: [Mod] Smart shop [smartshop]

by MineYoshi » Post

ParaklataChotou wrote:
MineYoshi wrote:
ParaklataChotou wrote:You were right. My server still crashing. I'll download the mod again, and install it. If it still crashing, I'll remove it.
Try with a fresh Minetest version...
Are you using 64bit Minetest? (Justly wondering)
Yes, I'm using 64 bit. And this minetest I downloaded recently. But I tried this: now I added the smartshop folder directly to minetest_game folder. Now let's see if it works.
It doesn't matter where you put it!
Simply, try another build, likely the sfan's one: viewtopic.php?f=42&t=1523&start=525#p229282 download it and test the mod.
Recently some people are having issues with Minetest 64 bit version... Try that, i hope that solve the problem...
Have a nice day! :D

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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

Kirby: AT LEAST THE SFAN PATCHES IS WORKING SO WELL AND THE MINETEST SERVER IT'S NOT BREAKING - BY THE MOMENT. THANK YOU FOR YOUR SUGGESTION.
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Re: [Mod] Smart shop [smartshop]

by MineYoshi » Post

ParaklataChotou wrote:Kirby: AT LEAST THE SFAN PATCHES IS WORKING SO WELL AND THE MINETEST SERVER IT'S NOT BREAKING - BY THE MOMENT. THANK YOU FOR YOUR SUGGESTION.
Please, Don't use CAPITALS ALL THE TIME it makes look likely you're shouting...
Also, i think the next version of Minetest will work alright!
Have a nice day! :D

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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

MineYoshi wrote:
ParaklataChotou wrote:Kirby: AT LEAST THE SFAN PATCHES IS WORKING SO WELL AND THE MINETEST SERVER IT'S NOT BREAKING - BY THE MOMENT. THANK YOU FOR YOUR SUGGESTION.
Please, Don't use CAPITALS ALL THE TIME it makes look likely you're shouting...
Also, i think the next version of Minetest will work alright!
Still working so well.
Thanks <3
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Re: [Mod] Smart shop [smartshop]

by AiTechEye » Post

Propose replace 1 sign by Mese lamp in shop's recipe, becasue shop glows in the dark...

yeah it glows, but is still pretty expensive to make, and would be much more just to find 3 mese, there will be a torch instead :-)

stuff used to make 1 shop:

chests: 32 wood + 4 steel
signs: 24 wood + 4 sticks
torch: 1 stick + 1 coal
the result: 56 wood, 5 sticks, 4 steel, 1 coal

... so its pretty expensive to make.

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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

No, this mods it's not working, and it causes server crash. Reasons? I don't know. But I removed this mod - it's not a good idea use this mod on servers. I removed this mod from my server, I did removed all my shops and added simple shop - and it works fine.
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Re: [Mod] Smart shop [smartshop]

by TenPlus1 » Post

Show the error you are receiving in terminal/console when minetest crashes and a fix can be found... Note: This mod is working a-ok on Xanadu server (just sayin').

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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

TenPlus1 wrote:Show the error you are receiving in terminal/console when minetest crashes and a fix can be found... Note: This mod is working a-ok on Xanadu server (just sayin').
Thank you tenplusone, but I've removed the smartshops. It's really cool, but it was glitchy. and that point you said I've tried, and it didn't work. If you have fixed the smartshop on your server, you can attach the patched file. It would help to other players. And thank you for your suggestion.
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Re: [Mod] Smart shop [smartshop]

by TenPlus1 » Post

Here is the smartshop code we use in Xanadu and new recipe, hope it helps:

Code: Select all

smartshop = {
	user = {},
	tmp = {},
	dir = {
		{x = 0, y = 0, z = -1},
		{x = -1, y = 0, z = 0},
		{x = 0, y = 0, z = 1},
		{x = 1, y = 0, z = 0}
	},
	dpos = {
		{
			{x = 0.2, y  =0.2, z = 0},
			{x = -0.2, y = 0.2, z = 0},
			{x = 0.2, y = -0.2, z = 0},
			{ x =-0.2, y =- 0.2, z = 0}
		},
		{
			{x = 0, y = 0.2, z = 0.2},
			{x = 0, y = 0.2, z = -0.2},
			{x = 0, y = -0.2, z = 0.2},
			{x = 0, y = -0.2, z = -0.2}
		},
		{
			{x = -0.2, y = 0.2, z = 0},
			{x = 0.2, y = 0.2, z = 0},
			{x = -0.2, y = -0.2, z = 0},
			{x = 0.2, y = -0.2, z = 0}
		},
		{
			{x = 0, y = 0.2, z = -0.2},
			{x = 0, y = 0.2, z = 0.2},
			{x = 0, y = -0.2, z = -0.2},
			{x = 0, y = -0.2, z = 0.2}
		}
	}
}

minetest.register_craft({
	output = "smartshop:shop",
	type = "shapeless",
	recipe = {"default:chest_locked", "default:meselamp"},
})

smartshop.update = function(pos, stat)

	--clear
	local spos = minetest.pos_to_string(pos)

	for _, ob in pairs(minetest.get_objects_inside_radius(pos, 2)) do

		if ob
		and ob:get_luaentity()
		and ob:get_luaentity().smartshop
		and ob:get_luaentity().pos == spos then
			ob:remove()
		end
	end

	if stat == "clear" then
		return
	end

	--update
	local meta = minetest.get_meta(pos)
	if not meta then return end -- ADDED
	local inv = meta:get_inventory()
	local node = minetest.get_node(pos)
	local dp = smartshop.dir[node.param2 + 1]

	if not dp then
		return
	end

	pos.x = pos.x + dp.x * 0.01
	pos.y = pos.y + dp.y * 6.5 / 16
	pos.z = pos.z + dp.z * 0.01

	for i = 1, 4, 1 do

		local item = inv:get_stack("give" .. i, 1):get_name()
		local pos2 = smartshop.dpos[node.param2 + 1][i]

		if item ~= "" then

			smartshop.tmp.item = item
			smartshop.tmp.pos = spos

			local e = minetest.add_entity({
				x = pos.x + pos2.x,
				y = pos.y + pos2.y,
				z = pos.z + pos2.z
			},"smartshop:item")

			e:setyaw(math.pi * 2 - node.param2 * math.pi / 2)
		end
	end
end

minetest.register_entity(":smartshop:item",{
	hp_max = 1,
	visual = "wielditem",
	visual_size = {x = .20,y = .20},
	collisionbox = {0, 0, 0, 0, 0, 0},
	physical = false,
	textures = {"air"},
	smartshop = true,

	on_activate = function(self, staticdata)

		if not self then -- ADDED
			self.object:remove()
			return
		end

		if smartshop.tmp.item ~= nil then

			self.item = smartshop.tmp.item
			self.pos = smartshop.tmp.pos
			smartshop.tmp = {}
		else
			if staticdata ~= nil
			and staticdata ~= "" then

				local data = staticdata:split(';')

				if data
				and data[1]
				and data[2] then

					self.item = data[1]
					self.pos = data[2]
				end
			end
		end

		if self.item ~= nil then
			self.object:set_properties({textures = {self.item}})
		else
			self.object:remove()
		end
	end,

	get_staticdata = function(self)

		if self.item ~= nil
		and self.pos ~= nil then

			return self.item .. ';' ..  self.pos
		end

		return ""
	end,
})


smartshop.showform = function(pos, player, re)

	local meta = minetest.get_meta(pos) ; if not meta then return end
	local creative = meta:get_int("creative")
	local inv = meta:get_inventory()
	local gui = ""
	local spos = pos.x .. "," .. pos.y .. "," .. pos.z
	local owner = meta:get_string("owner") == player:get_player_name()

	if re then
		owner = false
	end

	smartshop.user[player:get_player_name()] = pos

	if owner then

		gui = ""
		.. "size[8,10]"
		.. "button_exit[6,0;1.5,1;customer;Customer]"
		.. "label[0,0.2;Item:]"
		.. "label[0,1.2;Price:]"
		.. "list[nodemeta:" .. spos .. ";give1;2,0;1,1;]"
		.. "list[nodemeta:" .. spos .. ";pay1;2,1;1,1;]"
		.. "list[nodemeta:" .. spos .. ";give2;3,0;1,1;]"
		.. "list[nodemeta:" .. spos .. ";pay2;3,1;1,1;]"
		.. "list[nodemeta:" .. spos .. ";give3;4,0;1,1;]"
		.. "list[nodemeta:" .. spos .. ";pay3;4,1;1,1;]"
		.. "list[nodemeta:" .. spos .. ";give4;5,0;1,1;]"
		.. "list[nodemeta:" .. spos .. ";pay4;5,1;1,1;]"

		if creative == 1 then
			gui = gui .."label[0.5,-0.4;Your stock is unlimited because you have creative or give]"
			.."button[6,1;2.2,1;tooglelime;Toogle ltd.]"
		end

		gui = gui
		.."list[nodemeta:" .. spos .. ";main;0,2;8,4;]"
		.."list[current_player;main;0,6.2;8,4;]"
		.."listring[nodemeta:" .. spos .. ";main]"
		.."listring[current_player;main]"
	else
		gui = ""
		.."size[8,6]"
		.."list[current_player;main;0,2.2;8,4;]"
		.."label[0,0.2;Item:]"
		.."label[0,1.2;Price:]"
		.."list[nodemeta:" .. spos .. ";give1;2,0;1,1;]"
		.."item_image_button[2,1;1,1;".. inv:get_stack("pay1",1):get_name() ..";buy1;\n\n\b\b\b\b\b" .. inv:get_stack("pay1",1):get_count() .."]"
		.."list[nodemeta:" .. spos .. ";give2;3,0;1,1;]"
		.."item_image_button[3,1;1,1;".. inv:get_stack("pay2",1):get_name() ..";buy2;\n\n\b\b\b\b\b" .. inv:get_stack("pay2",1):get_count() .."]"
		.."list[nodemeta:" .. spos .. ";give3;4,0;1,1;]"
		.."item_image_button[4,1;1,1;".. inv:get_stack("pay3",1):get_name() ..";buy3;\n\n\b\b\b\b\b" .. inv:get_stack("pay3",1):get_count() .."]"
		.."list[nodemeta:" .. spos .. ";give4;5,0;1,1;]"
		.."item_image_button[5,1;1,1;".. inv:get_stack("pay4",1):get_name() ..";buy4;\n\n\b\b\b\b\b" .. inv:get_stack("pay4",1):get_count() .."]"
	end

	minetest.after((0.1), function(gui)
		return minetest.show_formspec(player:get_player_name(), "smartshop.showform",gui)
	end, gui)
end

minetest.register_on_player_receive_fields(function(player, form, pressed)

	if form == "smartshop.showform" then

		if pressed.customer then
			return smartshop.showform(smartshop.user[player:get_player_name()], player, true)

		elseif pressed.tooglelime then

			local pos = smartshop.user[player:get_player_name()]
			if not pos then return end -- ADDED
			local meta = minetest.get_meta(pos)
			if not meta then return end -- ADDED
			local pname = player:get_player_name()

			if meta:get_int("type") == 0 then

				meta:set_int("type", 1)
				minetest.chat_send_player(pname, "Your stock is limited")
			else
				meta:set_int("type", 0)
				minetest.chat_send_player(pname, "Your stock is unlimited")
			end

		elseif not pressed.quit then

			local n = 1

			for i = 1, 4, 1 do

				n = i

				if pressed["buy" .. i] then
					break
				end
			end

			local pos = smartshop.user[player:get_player_name()]
			if not pos then return end -- ADDED
			local meta = minetest.get_meta(pos)
			if not meta then return end -- ADDED
			local type = meta:get_int("type")
			local inv = meta:get_inventory()
			local pinv = player:get_inventory()
			local pname = player:get_player_name()

			if pressed["buy" .. n] then

				local name = inv:get_stack("give" .. n, 1):get_name()
				local stack = name .." ".. inv:get_stack("give" .. n,1):get_count()
				local pay = inv:get_stack("pay" .. n, 1):get_name() .." ".. inv:get_stack("pay" .. n, 1):get_count()

				if name ~= "" then

					if type == 1
					and inv:room_for_item("main", pay) == false then
						minetest.chat_send_player(pname, "Error: The owners stock is full, cant receive, exchange aborted.")
						return
					end

					if type == 1
					and inv:contains_item("main", stack) == false then
						minetest.chat_send_player(pname, "Error: The owners stock is end.")
						return
					end

					if not pinv:contains_item("main", pay) then
						minetest.chat_send_player(pname, "Error: You dont have enough in your inventory to buy this, exchange aborted.")
						return
					end

					if not pinv:room_for_item("main", stack) then
						minetest.chat_send_player(pname, "Error: Your inventory is full, exchange aborted.")
						return
					end

					pinv:remove_item("main", pay)
					pinv:add_item("main", stack)

					if type == 1 then
						inv:remove_item("main", stack)
						inv:add_item("main", pay)
					end
				end
			end
		else
			if smartshop.user[player:get_player_name()] then

				local meta = minetest.get_meta(smartshop.user[player:get_player_name()])
				if not meta then return end -- ADDED
				if meta:get_string("owner") == player:get_player_name() then
					smartshop.update(smartshop.user[player:get_player_name()], "update")
				end
			end

			smartshop.user[player:get_player_name()] = nil
		end
	end
end)

minetest.register_node(":smartshop:shop", {
	description = "Smartshop",
	tiles = {"default_chest_top.png^[colorize:#ffffff77^default_obsidian_glass.png"},
	groups = {
		choppy = 2, oddly_breakable_by_hand = 1,
		tubedevice = 1, tubedevice_receiver = 1
	},
	drawtype = "nodebox",
	node_box = {
		type = "fixed",
		fixed = {-0.5, -0.5, -0.0, 0.5, 0.5, 0.5}
	},
	paramtype2="facedir",
	paramtype = "light",
	sunlight_propagates = true,
	light_source = 10,
	tube = {
		insert_object = function(pos, node, stack, direction)

			local meta = minetest.get_meta(pos)
			local inv = meta:get_inventory()
			local added = inv:add_item("main", stack)

			return added
		end,

		can_insert = function(pos, node, stack, direction)

			local meta = minetest.get_meta(pos)
			local inv = meta:get_inventory()

			return inv:room_for_item("main", stack)
		end,

		input_inventory = "main",

		connect_sides = {left = 1, right = 1, front = 1, back = 1, top = 1, bottom = 1}
	},

	after_place_node = function(pos, placer)

		local meta = minetest.get_meta(pos)

		meta:set_string("owner", placer:get_player_name())
		meta:set_string("infotext", "Shop by: " .. placer:get_player_name())
		meta:set_int("type", 1)

		if minetest.check_player_privs(placer:get_player_name(), {creative = true})
		or minetest.check_player_privs(placer:get_player_name(), {give = true}) then

			meta:set_int("creative", 1)
			meta:set_int("type", 0)
		end
	end,

	on_construct = function(pos)

		local meta = minetest.get_meta(pos)

		meta:set_int("state", 0)
		meta:get_inventory():set_size("main", 32)
		meta:get_inventory():set_size("give1", 1)
		meta:get_inventory():set_size("pay1", 1)
		meta:get_inventory():set_size("give2", 1)
		meta:get_inventory():set_size("pay2", 1)
		meta:get_inventory():set_size("give3", 1)
		meta:get_inventory():set_size("pay3", 1)
		meta:get_inventory():set_size("give4", 1)
		meta:get_inventory():set_size("pay4", 1)
	end,

	on_rightclick = function(pos, node, player, itemstack, pointed_thing)
		smartshop.showform(pos, player)
	end,

	on_punch = function(pos, node, puncher)
		smartshop.update(pos, "update") -- ADDED
	end,

	allow_metadata_inventory_put = function(pos, listname, index, stack, player)

		if minetest.get_meta(pos):get_string("owner") == player:get_player_name() then

			return stack:get_count()

		end

		return 0
	end,

	allow_metadata_inventory_take = function(pos, listname, index, stack, player)

		if minetest.get_meta(pos):get_string("owner") == player:get_player_name() then
			return stack:get_count()
		end

		return 0
	end,

	allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)

		if minetest.get_meta(pos):get_string("owner") == player:get_player_name() then
			return count
		end

		return 0
	end,

	can_dig = function(pos, player)

		local meta = minetest.get_meta(pos)
		if not meta then return false end -- ADDED
		local inv = meta:get_inventory()

		if (meta:get_string("owner")==player:get_player_name()
		and inv:is_empty("main")
		and inv:is_empty("pay1")
		and inv:is_empty("pay2")
		and inv:is_empty("pay3")
		and inv:is_empty("pay4")
		and inv:is_empty("give1")
		and inv:is_empty("give2")
		and inv:is_empty("give3")
		and inv:is_empty("give4"))
		or meta:get_string("owner") == "" then

			smartshop.update(pos, "clear")

			return true
		end
	end,
})

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ParaklataChotou
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Re: [Mod] Smart shop [smartshop]

by ParaklataChotou » Post

I've changed of mod, but anyways, thanks. But now, other servers could benefit with this code. Thank you TenPlus1.
Visit my server: freextress.ddnsking.com 30002 . mobs, npcs, interesting places, pvp.

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Re: [Mod] Smart shop [smartshop]

by Sokomine » Post

The smartshops are very useful and decorative at the same time. As far as their functionality goes, it would be great to be able to see how many trades the shop can do based on its current stock. It's annoying to collect materials from your storage just to find out that the shop is out of stock - or had only one or two items left to sale.
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Re: [Mod] Smart shop [smartshop]

by AiTechEye » Post

It's annoying to collect materials from your storage just to find out that the shop is out of stock
i see, like some stores takes ages to go through and click tons of times, thats tediously .

i will try to add a calculation to the infotext.

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AiTechEye
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Re: [Mod] Smart shop 2 [smartshop]

by AiTechEye » Post

Done!

V2:
+ the shop will always show how many purchases there are left
if the material is end will it be removed from the list
+ protection_bypass support (makes players with the priv can do everything that the owner can)
+ License changed to CC0
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Sokomine
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Re: [Mod] Smart shop 2 [smartshop]

by Sokomine » Post

Thank you for the update! I hope it'll show up on servers soon.
A list of my mods can be found here.

JoshMars
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Re: [Mod] Smart shop 2 [smartshop]

by JoshMars » Post

Another update: Make it so you can buy the items in the give line, so that the shops show that they are empty when the stock runs out, so you don't have to take the time to found that out.

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AiTechEye
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Re: [Mod] Smart shop 3 [smartshop]

by AiTechEye » Post

Code: Select all

Make it so you can buy the items in the give line
Added!

oddly enough this did not mess.

+V3: the "All" button will lime your stock to the inventory or and the giveline, its on as default + calculated in the info text.

in most cases i think people want to sell all, so it was with good reason to add itl :-)

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AiTechEye
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Re: [Mod] Smart shop 4 [smartshop]

by AiTechEye » Post

+V4: support aliveai (1.9+)

guess what that means...

viewtopic.php?f=9&t=16083

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Diamond knight
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Re: [Mod] Smart shop 4 [smartshop]

by Diamond knight » Post

when is aliveai 1.9 coming out?


finally a use for shops in singleplayer

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christoferlevich
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Re: [Mod] Smart shop 4r [smartshop]

by christoferlevich » Post

I just noticed the update! Will be testing in a 30 seat network on Monday. I love the concept and really would like this mod to rock and roll! :)
everything can be a learning experience...

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Re: [Mod] Smart shop 5 [smartshop]

by IanniPowerup!!! » Post

is the download link removed ? I do not see it

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