Difference between revisions of "Template talk:Pricing info test"
(→Weapon and armor NPC pricing info) |
|||
Line 1: | Line 1: | ||
+ | == Rounding down == | ||
+ | Last week I messed around with a rounding function that I could add to the equations used in this pricing template. This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price. Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up. This makes sense normally, but in the game's case, decimals are always rounded down. (The sell price for a 350 Meseta board is 17, not 18 Meseta.) So, does anyone know if there's a way to alter the rounding function to make it round down? If not, it's no big deal. You can manually override the sell price, so it's still possible to have the template display the correct value. - [[User:EspioKaos|EspioKaos]] 11:28, 1 May 2008 (CDT) | ||
+ | |||
== Weapon and armor NPC pricing info == | == Weapon and armor NPC pricing info == | ||
{| class="wikitable" | {| class="wikitable" |
Revision as of 16:28, 1 May 2008
Rounding down
Last week I messed around with a rounding function that I could add to the equations used in this pricing template. This would take care of any cases where a decimal is left over when a sell price is calculated from the buying price. Problem is that in the cases where I end up with a decimal (0.05 * 350 = 17.5), this function will always round the .5 up. This makes sense normally, but in the game's case, decimals are always rounded down. (The sell price for a 350 Meseta board is 17, not 18 Meseta.) So, does anyone know if there's a way to alter the rounding function to make it round down? If not, it's no big deal. You can manually override the sell price, so it's still possible to have the template display the correct value. - EspioKaos 11:28, 1 May 2008 (CDT)
Weapon and armor NPC pricing info
Rarity | Weapons | Armor | Weapon boards | Armor boards | |||||
---|---|---|---|---|---|---|---|---|---|
Buy | Sell (20%) |
Kubara sell |
Buy | Sell (20%) |
Buy | Sell (5%) |
Buy | Sell (5%) | |
1★ | 350 | 70 | 35 | 1000 | 200 | 180 | 9 | 400 | 20 |
2★ | 800 | 160 | 80 | 2400 | 480 | 350 | 17 | 960 | 48 |
3★ | 2000 | 400 | 200 | 6000 | 1200 | 1000 | 50 | 2400 | 120 |
4★ | 8600 | 1720 | 860 | 18000 | 3600 | 4300 | 215 | 6000 | 300 |
5★ | 18500 | 3700 | 1850 | 45000 | 9000 | 9250 | 462 | 15000 | 750 |
6★ | 35000 | 7000 | 3500 | 95000 | 19000 | 23400 | 1170 | 31500 | 1575 |
7★ | 90000 | 18000 | 9000 | 210000 | 42000 | 60000 | 3000 | 52500 | 2625 |
8★ | 165000 | 33000 | 16500 | 360000 | 72000 | 110000 | 5500 | 90000 | 4500 |
9★ | - | 50000 | 25000 | - | 104000 | 165000 | 8250 | 130000 | 6500 |
10★ | - | 54000 | 27000 | - | 112000 | - | ? | - | ? |
Since it appears you have more free time than me at the moment, perhaps you can somehow work this info into your template(s). All values have been self-checked for accuracy. - Sekani 18:01, 18 April 2008 (CDT)
- Yeah, it's been pretty slow at work over the past week, so I've had plenty of time to do things like this. XD Thanks for the info. Originally I'd planned on having prices auto-fill based on rarity and manufacturer, but then I ran into so many exceptions to the rules with it (Crea weapons, Kubaras, line shields with unique sell prices, event items, units with variable prices despite being the same rarity, etc.) that I opted to go for the current style that uses an equation to fill in the sell price if a buy price is entered. I'll look into it more later, though. I might be able to incorporate some of the basic info but still keep the option open to fill in your own values to override values that fall outside the norm. - EspioKaos 18:40, 18 April 2008 (CDT)