[QUOTE=Magistross] If the BuyValues is supposed to be 110% higher than the SellValues, shouldn't we see "Set MaterialBuyValue to int(Array.MaterialsSellValue*1.1)" ? The strange thing is that you got it right with ItemsBuyValue...
Thanks, I knew it had to be something simple.
I just made the changes and going to run it a few minutes to test, but I am sure that's what it was.
My next steps in the learning process are to clean/tidy up what I've done so far. (separate background, main game, and HUD layers instead of all on one layer which is turning into a bit of a mess of having to do so much of the same thing over and over for each layout)
Then I want to learn how to work with the arrays better. I will want to break down the Materials, Ores, Items into multiple sub-types of each one as well as have differing base prices depending on which market they are in. (so 6 markets * 3types * 10 (sub-types each) * 2(buy/sell) = 360 variables or a 4 dimensional array?
I think though that since the player can only be in one market at a time I only need to store the base buy price and then have a new array for the 'local market' which gets its info from the big one and adds its own modifiers as needed.
Is this a good way to approach it, or is there a cleaner simpler method?
Also is there a visual way to view the array sort of like a spreadsheet? I am still having a little trouble getting a good mental picture of how It is working.