I would prefere code form people who know what they do, this mean beginning programmer only with help of ChatGPT. Mainlining long term projects like require lot of work and half-baked features only increase this cost (like long debuging session with questions like "what should happens when X? Should be Y or Z?").
For personal fork this will work fine as all burden is on owner of this fork not on OXCE or OXC
(it look we start having healthy community of forks, at least 4 major, but still some time to Doom community).
Let me rephrase the famous quote: this is one small commit for a developer, one giant push for the community. I started literally from hating C++ and especially C++ pointers with passion, I was only moved by how awesome XPZ was and that I wanted to add some features, because I felt that they were missing.
In my fork, my commit history and repository looked like a nightmare, as my code changes. All stupid questions like "what
std::vector<int> does?" were forwarded to ChatGPT. You've pointed out my mistakes, just as Meridian done. And the more I looked at the original code and how organized it, the more I tried to follow the suit. I've seen how documented code is via comments - so I tried to document all my code changes just as well.
Then you pointed out about my repository and I started to google how to operate it in more precise manner in order to reorganize it and eventually I reorganized it into "single commit = single feature" approach, so it will be easy to see what exact code changes are related to that feature. And thanks to the vehicles/soldiers capacity commit as modifiable stats that Meridian rewrote - I've better understood the correct way to code on C++ and what mistakes I've done.
It all started with small steps for me with a nearly zero C++ coding experience (I avoided it due to the pointers). And now I frown at C# references, because in C++ you clearly can define if something is an object or a pointer to the object.
On another hand "I'm not programmer" is not avoidable even if any feature like this will be added as only possibility I see is to add y-scripts hooks for it.
Tweaking some costs by new flags cost more than its worth IMHO, scripts on other hand are lot harder to implement and use but have infinity more uses and power than any new flag in item. In long run could fundamental change how whole sell/buy work form gameplay perspective.
It all depends whether people are willing to learn, or will they whine at somebody else that "lots of OXCE features are underdeveloped" - I chose the former and rewrote some features a couple of times already and I don't regret it in the slightest. If anything, I'm thankful that I had chance to learn from code written by people with experience.
Then there were Y-Scripts, which I discovered quite late. It took some time to understand how to use it, but later I found that very many things can be handled via Y-Scripts. By the way, it does remind me a simplified version of assembly (the '
command/function var1 var2' part) that doesn't use CPU instructions sets and instead uses rather precise variables and functions (that are exposed to Y-Script).
Now the
on topic question itself. Since you're saying that it is possible to tweak costs of the items via Y-Script - what hook should I use for it (which one you'd use)? Because I already have a couple ideas, such as better connections to the merchants/country/service that reduce items cost.