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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-09-16 09:06:21 +02:00
minor fix
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@@ -614,7 +614,6 @@ function Public.save_car(ic, event)
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save_surface(ic, entity, p)
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Utils.action_warning('{Car}', player.name .. ' has looted ' .. p.name .. '´s car.')
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player.print('This car was not yours to keep.', Color.warning)
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player.remove_item({name = car.name, count = 9999})
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local params = {
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player = player,
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car = car
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@@ -604,11 +604,11 @@ local function text_changed(event)
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return
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end
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if (value > 1000) then
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data.quantity_input.text = "1000"
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value = 1000
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if (value > 1e2) then
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data.quantity_input.text = '100'
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value = 1e2
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elseif (value <= 0) then
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data.quantity_input.text = "1"
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data.quantity_input.text = '1'
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value = 1
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end
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@@ -1032,28 +1032,41 @@ local function gui_click(event)
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player.play_sound({path = 'entity-close/stone-furnace', volume_modifier = 0.65})
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local inserted_count = player.insert({name = name, count = item_count})
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if inserted_count < item_count then
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--player.print("Original cost: "..cost..". New price: "..ceil((item.price * (inserted_count / item.stack)))..".") -- debug
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player.play_sound({path = 'utility/cannot_build', volume_modifier = 0.65})
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player.print("Your pockets are now filled to the brim. So you've only bought "..inserted_count.." "..name.."(s).", {r = 0.98, g = 0.66, b = 0.22})
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player.print("Shopkeeper has returned your change, for which you are infinitely grateful.", {r = 0.98, g = 0.66, b = 0.22})
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player.print(
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"Your pockets are now filled to the brim. So you've only bought " ..
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inserted_count .. ' ' .. name .. '(s).',
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{r = 0.98, g = 0.66, b = 0.22}
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)
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player.print(
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'Shopkeeper has returned your change, for which you are infinitely grateful.',
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{r = 0.98, g = 0.66, b = 0.22}
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)
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player.insert({name = name, count = inserted_count})
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-- example is say you have 12k coins, your storage is 80 slots and you have 4 items, you try to buy 80 iron-ore stacks, you get 76 stacks of ore instead and you only pay for them!
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-- so the count = 12 * 50 * 76 instead of 12 * 50 * 80!
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-- but wait, what if the player tries to buy 3 iron ore (3/50s of a stack)? that's 0.72 of a single coin!? no worries, player will pay 1 coin for that, the price is adjusted upwards.
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-- shopkeeper will not divide his coins, so don't try to buy item amount less than 1 coin worth, your loss.
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player.remove_item({name = item.value, count = ceil(item.price * (inserted_count / item.stack))})
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--player.print("Original cost: "..cost..". New price: "..ceil((item.price * (inserted_count / item.stack)))..".") -- debug
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else
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player.remove_item({name = item.value, count = cost})
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end
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redraw_market_items(data.item_frame, player, data.search_text)
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redraw_coins_left(data.coins_left, player)
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else
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player.play_sound({path = 'utility/cannot_build', volume_modifier = 0.65})
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if (random(1,10) > 1) then
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player.print("Your inventory is full. Try to stash your loot somewhere first.", {r = 0.98, g = 0.66, b = 0.22})
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else
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player.print("Your inventory is full. Join the warrior club today! Pump that STR stat some more!", {r = 0.98, g = 0.66, b = 0.22})
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end
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player.play_sound({path = 'utility/cannot_build', volume_modifier = 0.65})
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if (random(1, 10) > 1) then
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player.print(
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'Your inventory is full. Try to stash your loot somewhere first.',
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{r = 0.98, g = 0.66, b = 0.22}
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)
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else
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player.print(
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'Your inventory is full. Join the warrior club today! Pump that STR stat some more!',
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{r = 0.98, g = 0.66, b = 0.22}
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)
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end
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end
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end
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end
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