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Release V.1.11 - TW v0.9 - 177

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@RenaudRl RenaudRl released this 08 Oct 21:29
· 1 commit to main since this release

Fields that were in the panel but not read

  • perPlayer is a real per-player stock: each player trades against their own stock of an item,
    and a reset (policy or resetNow) refills everyone's. Limits keep their scope (playerLimit per
    player, globalLimit and the global buy/sell limits shared). The stock is stored in the shop
    artifact like the shared one; nothing is synchronised between servers.
  • defaultRefreshTicks and the item refreshTicks set how often an open shop checks whether the
    stock it shows has changed (items with a finite stock only; the item's value replaces the
    default, 0 = the default, a default of 0 = never). The shop is redrawn only when a stock has
    really changed, so a shop whose stocks do not move costs a few cached reads and no redraw.
  • The per-player stock stores only the gap to the initial stock: a stock back at its maximum has no
    entry, and a reset drops every player's entries.
  • Item guiSlot pins the item at that slot (row by row inside the content area), on every page;
    the other items keep flowing through the SHOP_ITEM markers around it. A slot outside the area
    falls back to the markers.
  • Two identical articles no longer share one stock: an article's stock key is its position in the
    shop (items, then pool), not an equality lookup. Keys already stored stay valid.
  • When pinned articles (guiSlot) hold every SHOP_ITEM marker, the remaining articles go on the
    free cells of the content area, page after page, instead of vanishing; if nothing is free the
    console logs a warning naming the shop and the article.
  • Item sellAllEnabled is checked by sell all: when off, the action is refused with cannotSellMessage.
  • The shop opening and its buttons now apply the full reset (stocks and limits) when it is due,
    instead of refilling the shared stock only.