Thread: DOE: Locations Extension
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September 11th, 2018, 19:42 #861Grand Templar
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- May 2017
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I'd suggest that its something to do with the mark up as you have it set at 60% of the value to sell at, (you'd be out of business very quickly that way) set it to 120% or preferably set the price manually gets rid of annoying fractions and GP/gp costs and you can decide how rare in cost certain items are.
For example using the Half plate +1 Armour from the item list cost 501-5,000 gp adding it to my shops inventory (set at 110%) gives a base price of 1052.01 gp, which I would manually change to 4,500 GP as I think it reflects the costs better.
hope this helps
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September 12th, 2018, 01:12 #862
Remove the comma from the price before adding item to Shop Inventory.
When the item is added to the shop inventory, the 2,362 is read as 2, then multiplied by 1.6 (60% markup) to equal 3.2.
price ranges (ie, 501-5,000) is read as 501)
Also, Treasury is not utilized.
The currency manipulation routines currently will add/subtract similar currencies only.
It will use fractional accounting.
It will not recognize 10gp as 100sp.
Best way to use shops is to make sure you manually have the proper currency in place before buying.
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October 1st, 2018, 04:07 #863Templar
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Would it be possible to list a building at multiple locations? Say I have a store but it can be found at multiple cities. I tried dragging the building to those cities but it just jumps from one to the other. I understand it can only have one parent location. Wasn't sure if I could place it somewhere else so that they still show up for the players or do I have to create multiple entries of the same building?
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October 1st, 2018, 04:18 #864
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October 1st, 2018, 04:54 #865Templar
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- Dec 2017
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Thanks for the idea. I actually don't have to make a separate story entry. If I just drag the shop on the map, and not the locations tab it places a link down without giving it a parent location.
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October 1st, 2018, 04:58 #866
No, the system isn't set up for a single Walmart in every town - its set up for a Walmart-LA, a Walmart-NY, etc.
But both the ideas of a Story Entry pined to a map and an individual Location/Building/whatever record pinned to a map are both techniques I use
Dulux-Oz
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October 1st, 2018, 17:46 #867Templar
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One of my players noted that when using the Wizards Theme, trying to sell an item to a shop brings up a text box but the words are layered over one another. I am on a mac so I can't join my own game to test this. Is it something that can be changed by making the box bigger? Or is this a coding thing?
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October 1st, 2018, 17:54 #868
Dulux-Oz
√(-1) 2^3 Σ Π
...And it was Delicious!
Alpha-Geek
ICT Professional
GMing Since 1982
NSW, Australia, UTC +10
LinkedIn Profile: www.linkedin.com/in/mjblack
Watch our games on Twitch: www.twitch.tv/dulux_oz
Support Me on Patreon: www.patreon.com/duluxoz
Past Games, etc, on my YouTube Channel: www.youtube.com/c/duluxoz
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October 1st, 2018, 18:09 #869Templar
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Thanks! I can't sell to a store but if I try to buy from a store without enough money I get the same text overlaid bug. So I was able to get a screenshot. Screen Shot 2018-10-01 at 12.05.42 PM.png
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October 1st, 2018, 18:56 #870
Feature Request: Stocking NPCs in Shop Inventory
Smacks of slavery? Bear with me.
Some 5E scenarios allow players to purchase beasts of burden or mounts that do not appear in the PHB (e.g. in Tomb of Annihilation, players can purchase dinosaur steeds). It would be useful occasionally to be able to drag creatures from the NPC lists directly to a vendor, and add a price - at the moment there is a work-around if you set up a new item and link it to the relevant creature.
A great extension all round. I scanned a few pages deep in the thread and didn't see this request - apologies if I overlooked anything similar.
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