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<BR_NewInventory>[message #289781] Thu, 25 August 2011 02:17 Go to next message
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Master Sergeant
Re: BR_NewInventory[message #289793] Thu, 25 August 2011 10:51 Go to previous messageGo to next message
JMich is currently offline JMich

 
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The multiplied by 10 is only used if BR is set to AWESOME. Assuming you have an item with a BR_NewInventory value of 0.4, and BR set to normal, you would never see that item.

A better solution would be to have 2 values for BR settings, one for how much you increase the coolness value, and another of how many times you multiply the items stock, so you could start the game with everything available but in normal quantities (+10 coolness, stock x1) or normal item availability but increased stock (+0 coolness, stock x10).

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First Sergeant
Re: BR_NewInventory[message #289801] Thu, 25 August 2011 16:48 Go to previous messageGo to next message
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Re: BR_NewInventory[message #289824] Thu, 25 August 2011 22:18 Go to previous message
JMich is currently offline JMich

 
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The BR_NewInventory is an integer one, and I'm not sure if there is any rounding up, or if it will just ignore anything after the decimal point. Either way, a value of 0.4 will be translated to 0, and then multiplied by the BR Setting multiplier, but 0 x 10 = 0 and 0 x 1 = 0 as well. To have an item you will have to have a BR_NewInventory value of at least 1 (it is possible that 0.6 will also be counted as 1, but it won't be counted as 0.6) which means you will get the value of the multiplier. So again, set an integer value for BR_NewInventory and you are set, though of course the AWESOME value will multiply it by 10.

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