
Pricing and the market · TCG Card Shop Simulator · read from a local copy
Price tags for every context
Price tags are spawned from a set of prefabs rather than one tag being reused everywhere.
A price tag in TCG Card Shop Simulator is not one object: the game spawns it from a set of prefabs, so a shelf, an item box, a package box, a warehouse rack and a card each get the tag that fits them.
What the game establishes
- Price tags are spawned from a set of prefabs rather than one tag being reused everywhere. (checked against the game's own files)
- A shelf gets a group of world interface elements rather than a single tag. (checked against the game's own files)
- There is a tag for an item box and a separate one for a package box. (checked against the game's own files)
- There is a tag for a warehouse rack and a tag for a card. (checked against the game's own files)
- The panel that shows a price carries the item image, its name, the total and a line for how the price has changed. (checked against the game's own files)
- The panel has separate arrows for a price going up, going down and not changing. (checked against the game's own files)
- The panel has a card element and a prologue group of its own. (checked against the game's own files)
- The build ships item labels of its own, including a company label on the back. (checked against the game's own files)
In play
A price tag in this shop is not a single object that is copied everywhere. The game spawns tags from a set of prefabs, and which one appears depends on what is being tagged.
An ordinary tag is one of them. A shelf gets a group of world interface elements rather than a lone tag, which is why a whole bay can carry several prices that belong together.
Boxes have their own tags. There is a tag for an item box and a separate one for a package box, so a sealed box can show a price without pretending to be a loose item on a shelf.
The warehouse is covered too, with a tag for a warehouse rack, and cards have a tag of their own rather than sharing the one used for goods.
Prices are also shown when you check one. The panel that opens for a price carries the picture of the item, its name, the total and a line describing how the price has changed, so a decision can be made from the panel rather than by remembering what the number used to be.
That panel has separate arrows for the three outcomes: a price that has gone up, one that has gone down and one that has not changed. Keeping three markers rather than a signed number is how the game makes the direction readable at a glance.
The panel also has a card element and a prologue group of its own, so what you see when you check a card is not simply the same screen as when you check a tin.
What this entry does not tell you: what any of these tags looks like in detail, how a price change is worked out, or how often prices move. We have not verified those, so we do not print them.
Related
Pricing and the marketPrices and price tagsPrice tags are their own objects attached to goods.
Shop, shelves and fixturesShelves, stock and shop upgradesThere are several shelf kinds, including one for cards and one that combines cards and items.Version and sources
A local copy of the game, read only. The grounding for each fact is listed on the technical reference pages; nothing here is estimated. Documented build: no version stated by this build.