You have two options for this. I highly recommend the first one as it will not clog up the scripts file and game performance will be better. But the first one will require you to change some of your selling stuff and buying and selling will be done in seperate inventories.
1. Give all items a second use key (I recommend "s"). The effect under this should then detect whether the player is near the shop plot_object (Condition 1) and the normal selling effects would then apply. Here's an example for double item uses:
begin_effects_block; Item used!;//event text none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes U;//use key -1;//quick key begin_conditions; end_conditions; begin_effects; 0;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; Sold!;//event text -Start of next use none;//event failure text use.wav;//sound, none for nothing 0;//vanishes after event, 0=no, 1=yes S;//use key -1;//quick key begin_conditions; 1;//condition 4.000000;//condition parameter0 94.000000;//condition parameter1 end_conditions; begin_effects; 0;//effect number 0.000000;//parameter1 0.000000;//parameter2 0.000000;//parameter3 0.000000;//parameter4 end_effects; end_effects_block;
2. Make several constantly running scripts which detect if the player has the item, and then the items get taken away etc.
|