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