Author Topic: Beta Testing for Auto-Selling Script  (Read 3973 times)

Offline Zyraen

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Beta Testing for Auto-Selling Script
« on: September 27, 2005, 10:21:51 PM »
No more clicking through lots of screens to sell your stuff! :) No more selecting all of your arrows/potions and abusing your mouse to get your load lightened!

Still, as a Beta... no guarantees, lol... but anyway, here is the link to the stand-alone. Hopefully my bandwidth will hold out.

http://www.geocities.com/zyraen/asell.zip
(about 250 Kb)

Installation takes a bit of time, so don't worry. It actually searches through ALL the ITMs that is in your copy of Baldur's Gate 2 and constructs a script according to what you have.

There isn't any readme, but in essence, the following will serve as the Readme. There are 2 scripts, and this is what they do.

Both scripts
- do not take items which are equipped. Note that if you have an item equipped, and the same item in the inventory, that item will remain in inventory - it will not be removed.
- have no effect if AI is not enabled
- ignore items that are cursed (even if they are not equipped), non-droppable and unsellable
- do not require you to identify items
- do "sell" items from Bag of Holdings and other containers

Auto-Sell Script 1 :
- works only for items on Player1
- pays for stacked items one by one
- takes a pretty long time if there are many stacks
- does NOT interrupt other gameplay activities

When you press S, this script conjures an invisible CRE that *should* follow Player1 around the world, no matter what happens. The CRE takes items from Player1, one at a time, to be "sold" and destroyed. This CRE will continue doing this no matter what, until Player1's inventory is empty. Once there is nothing more to be had from Player1, after about 5 seconds running the script, the CRE will destroy itself (discreetly).

Auto-Sell Script 2 :
- works for any party member
- pays for each item type only once
- takes a relatively shorter time than Auto-Sell Script 1
- DOES prevent the party member running the script from executing other gameplay activities smoothly (similar to the stutter bug)

This script kicks in the moment it is applied and the game is unpaused. The character starts to lose items in the inventory and party gains gold accordingly. Once the script has finished running, meaning that there are no non-equipped items to be had from the character running the script, the script pauses the game.

Further notes : For those who are curious about the price, the script "sells" items for gold equivalent to 30% of the Price reflected on the ITM itself.

==========

Suggestions on how to improve this before its proper release as part of the Miscellaneous Mods can be placed to this thread :) Recommendations can also be made if one script should be removed, or both should be somehow crossed together.
« Last Edit: September 27, 2005, 10:29:24 PM by Zyraen »
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Offline Fantasy

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Re: Beta Testing for Auto-Selling Script
« Reply #1 on: September 28, 2005, 07:33:46 AM »
Is there a way to prevent certain items from being sold? As in items that aren't critical according to the game, but that you don't want to sell either? Right now the 'merchant' will go through your entire inventory and all the containers... which doesn't really appeal to me. ::)

I often have a collection of useful spells for later, weapons that come in handy in certain situations, weapons that I just keep (although I won't be using them), components that are needed to improve the weapons and so on. Perhaps you could make a special bag in which you can put the things you want to sell? Just a thought of course. :)

Offline Zyraen

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Re: Beta Testing for Auto-Selling Script
« Reply #2 on: September 28, 2005, 08:38:11 AM »
Just.. give it to someone else, or drop it on the ground, or equip it (includes quickslots).

Both scripts work for only ONE character - the Script 1 for Player1, and Script 2 for whichever character has it active..
« Last Edit: September 28, 2005, 08:40:13 AM by Zyraen »
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Offline Zyraen

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Re: Beta Testing for Auto-Selling Script
« Reply #3 on: September 30, 2005, 02:51:51 AM »
Haha I believe I've found the trigger that should do the trick nicely! :)

I'll try to put up another mini-install soon enough, featuring the temporary Bag of Selling! heh ;)

That being said, before I get cracking, do you guys think it will be better to have a Bag of Selling as a unique item, or to just make it so that everything in the Bag of Holding (the one you find in Spellhold) will be the one used ?
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Offline Fantasy

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Re: Beta Testing for Auto-Selling Script
« Reply #4 on: September 30, 2005, 07:06:34 AM »
Well I would prefer the bag of selling actually. :D My bag of holding usually contains too many nice weapons (yes, I admit that I collect them in there... where else can an adventurer leave her collection when she doesn't have a real house... ;) ). Anyway, my vote goes for the bag of selling. ;D

Offline jester

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Re: Beta Testing for Auto-Selling Script
« Reply #5 on: September 30, 2005, 10:39:27 AM »
Yes, I would get confused, if my items vanish fro  the bag of holding. Bag of selling is a bit clumsy, but an apt name nonetheless.
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Offline Zyraen

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Re: Beta Testing for Auto-Selling Script
« Reply #6 on: September 30, 2005, 10:55:44 AM »
Just wondering, if anyone has feedback comparing the 2 Auto-Sell Scripts, now is the time to do it, before I take one of the scripts and use it to implement the Bag of Selling, which hopefully, should work.

Feel free to state the good and bad of each script, and which you feel is preferable.
Feel free to comment even if you've not actually tried it out in a game, but if you have not, please state clearly that you haven't ^^;;

I feel that Script 1 has most of the advantages, with the main problem being speed, because Script 2 pays you once for each item type only (based on my semi-limited testing). So even if you have 20000 fire arrows you get paid once and then all of them vanish. Conversely, though, Script 1 would take 1 fire arrow, pay you once, and repeat until you have no fire arrows. That is VERY slow O.O
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Offline jester

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Re: Beta Testing for Auto-Selling Script
« Reply #7 on: September 30, 2005, 12:41:47 PM »
Does it take into account that if you sell the same item repeatedly the price decreases or is it based on one single price? Which should be the better idea since the script is mimicking one single transaction if I got that right.
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Offline MajorTomSawyer

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Re: Beta Testing for Auto-Selling Script
« Reply #8 on: September 30, 2005, 01:37:14 PM »
I like the idea of a bag being used alot.
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Offline Zyraen

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Re: Beta Testing for Auto-Selling Script
« Reply #9 on: September 30, 2005, 08:12:43 PM »
It sells the item at the same price each time. I'd like to think of it as mimicking a single transaction performed when you highlight everything you intend to sell and click the Sell button :)
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Offline SimDing0

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Re: Beta Testing for Auto-Selling Script
« Reply #10 on: October 08, 2005, 05:48:46 PM »
I actually don't think having a specific "Bag of Selling" is a terrible idea. Yes, it's fairly evidently a User Convenience device, but it's fairly slick as they go, and given that we've already got Glasses of Identification, I think it's forgivable.

Offline Imrahil

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Re: Beta Testing for Auto-Selling Script
« Reply #11 on: October 08, 2005, 09:20:13 PM »
I vote for the Bag of Selling option. So cheesy, yet so cool. :)

A couple of questions, though...

1) Does the PC automatically get the Bag at the start (or early in Chateau Irenicus)? I can see the argument that you should have to find it somewhere (or even wait til Chapter 1 or 2 til it automatically shows up or you get it for free from Ribald - see #2), but anyone who uses this has foregone complete realism already, so I vote (if it's even an option) that the PC has the BoS right from the start. I'd not object to an attempt to fit into the story with a semi-plausible explanation, though, so...

2) Would it be possible to have the sold items show up in, say, the Adventurer's Mart (at their normal price)? The only thing that worries me is the "gone forever" possibility, more for accidents than anything else. Granted, it's even cheesier, but as in #1, anyone installing this has gone into the Ease Trumps Cheese realm anyway. Ribald could even [acknowledge that you have it]/[give it to you] with a bit of dialogue about how it (they? maybe he patented them) help him turn a profit.

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Offline Mongoose87

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Re: Beta Testing for Auto-Selling Script
« Reply #12 on: October 12, 2005, 12:07:00 PM »
I, too cast my ballot for the bag of selling.  My pack-man syndrome mind cannot stand the thought of accidentally selling my precious magic items.

Offline underdog

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Re: Beta Testing for Auto-Selling Script
« Reply #13 on: November 08, 2005, 10:19:24 AM »
haven't used it yet, but probably will, I like the bag of selling idea, but it does give you a 'bag of holding' right away in the game, does anyone think that may be unbalancing? i don't know, as there's no inventory management in the sense of how much I can carry and sell at one time, you can carry potentially unlimited amount of loot, and that is one of the limiting factors early in the game, that fact that you can't carry unlimited amount of things, thus deciding what to keep and what to leave..

Another Idea would be give a different icon for bag of selling, maybe a BoH icon with a gold $ on it, or some other symbol(s) for the non Americans, should prevent accidents of putting an item in the wrong bag.

After DL'ing the script and rereading the descriptions, does script 1 sell without regard if your at a store? ie. it just keeps removing things and giving you gold, while your walking around and or fighting. or  do you goto a store and start the script? in which case you can leave or do you wait around?

the sell price is 30% of  reflected price in ITM, is that kind of low? what does 30% of reflected price in ITM mean, is that the suggested sell price? how does that compare to what most shops give you to begin with?

edit: added 2 more thoughts and cleared up a previous one.
« Last Edit: November 08, 2005, 06:36:49 PM by underdog »
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Offline Zyraen

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Re: Beta Testing for Auto-Selling Script
« Reply #14 on: November 24, 2005, 08:57:53 PM »
Actually a lot of people dislike the Inventory Management idea, I think ^^;; I think if you want inventory management, just don't use the script or, more reasonably, don't use the Bag.

As for the appearance, I'm afraid not ^^;; I don't have a BAM editor. Maybe someone with a BAM editor can do that.

And yes, the script works anywhere no matter where you are, fighting or otherwise. I do have a slight problem though, in area transitions, which is why I haven't released the script yet, actually. The invisible CRE has to follow you around the map... However, that means that whatever you sell through the Bag is not really accessible anymore ^^;; it's just "gone"

30% of the sell price reflected in the ITM is the standard 30% used for all items. Shops typically sell an item at 100% price and buy them at 30%, assuming you have reasonably good Rep (I think you need 14+ Rep to get that price, could be wrong). What it does mean though, is that if you use the script, you'll be selling for good prices even though you've sucky Rep ^^; No intention to change that, or it will make the thing a lot more complicated.
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