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Small update on the price calculation
now prices are higher than on the first good formula (with the log) for less than 300 items, and cheaper for more than 300 items. Probably better balanced, even if it means the difference between buy and sell increases a bit.
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shop.lua
4
shop.lua
@ -211,7 +211,7 @@ function minercantile.shop.get_buy_price(itname)
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if minercantile.stock.items[itname].price ~= nil then -- if defined price
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price = math.ceil(minercantile.stock.items[itname].price)
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else
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price = math.ceil((money/1000)/((0.001*(2340+nb-99))^3.9)/10) -- was price = math.ceil((money/1000)/(math.log(nb+2000-99)*10)*1000000/(math.pow((nb+2000-99),(2.01))))
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price = math.ceil((money/1000)/((0.001*(2340+nb-99))^3.9)/13) -- was price = math.ceil((money/1000)/(math.log(nb+2000-99)*10)*1000000/(math.pow((nb+2000-99),(2.01))))
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end
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if price and price < 1 then price = 1 end
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return price
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@ -231,7 +231,7 @@ function minercantile.shop.get_sell_price(itname, wear)
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if minercantile.stock.items[itname].price ~= nil then -- if defined price
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price = math.floor(minercantile.stock.items[itname].price)
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else
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price = math.floor((money/1000)/((0.001*(2340+nb+99))^3.9)/10) --was price = math.floor(((money/1000)/(math.log(nb+2000+99)*10)*1000000/(math.pow((nb+2000+99),(2.01))))+0.5)
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price = math.floor((money/1000)/((0.001*(2340+nb+99))^3.9)/13) --was price = math.floor(((money/1000)/(math.log(nb+2000+99)*10)*1000000/(math.pow((nb+2000+99),(2.01))))+0.5)
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end
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if wear and wear > 0 then --calcul price with % wear, (0-65535)
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