53 lines
1.9 KiB
Lua
53 lines
1.9 KiB
Lua
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-- Price table for items bought/sold by NPC traders by Zorman2000
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-- This table should be globally accessible so that other mods can set
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-- prices as they see fit.
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npc.trade.prices = {}
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-- Table that contains the prices
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npc.trade.prices.table = {}
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-- Default definitions for in-game items
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npc.trade.prices.table["default:apple"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:stone"] = {item = "default:wood_planks", count = 1}
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npc.trade.prices.table["default:cobble"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["farming:cotton"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["farming:bread"] = {item = "default:gold_ingot", count = 1}
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npc.trade.prices.table["default:sword_stone"] = {item = "default:iron_ingot", count = 2}
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npc.trade.prices.table["default:pick_stone"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:shovel_stone"] = {item = "default:iron_ingot", count = 2}
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npc.trade.prices.table["default:axe_stone"] = {item = "default:iron_ingot", count = 1}
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npc.trade.prices.table["default:hoe_stone"] = {item = "default:iron_ingot", count = 1}
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-- Functions
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function npc.trade.prices.update(item_name, price)
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for key,value in pairs(npc.trade.prices.table) do
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if key == item_name then
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value = price
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return
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end
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end
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return nil
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end
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function npc.trade.prices.get(item_name)
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for key,value in pairs(npc.trade.prices.table) do
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if key == item_name then
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return {item_name = key, price = value}
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end
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end
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return nil
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end
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function npc.trade.prices.add(item_name, price)
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if npc.trade.prices.get(item_name) == nil then
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npc.trade.prices.table[item_name] = price
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else
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npc.trade.prices.update(item_name, price)
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end
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end
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function npc.trade.prices.remove(item_name)
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npc.trade.prices.table[item_name] = nil
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end
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