New trader

Discussion in 'General Modification' started by Pebz, Jul 2, 2004.

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  1. Pebz

    Pebz Member

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    I tinkering with the idea of adding a new trader... here are some details so far:

    Character: A swashbuckler/bard type who has seen plenty of adventure (and hoarded plenty of treasures)

    Location: Welcome Wench Inn or the Nulb tavern.

    Sells: misc items such as masterwork/magical thieves' tools, bard instruments and user made items. Also collects books of all kinds, so if anyone (like zhuge :) ) wants to add new books, this guy can sell them.

    Buys: misc items (gnome ring, unicorn ring, rope of entanglement, chime of opening etc) and books (Lareth's diary, Romag's diary etc). Prices determined through dialogue (effected by bluff/diplomacy/intimidate and appraise, if possible).

    If it is to hard to add a new npc, a existing one could be edited perhaps.

    Any feedback/help is highly appreciated.
     
  2. zhuge

    zhuge Established Member Veteran

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    I'll try and get the details on spawning sorted out these few days. We can then put bard instruments and maybe a composite bow or two up for sale or trade...
    I intended for Kenter Nevets (town elder) to have the books. I think it would be fitting for someone of his stature to keep some record of the lore of the land.

    If you just want to alter an existing npc to sell things, that's a whole lot easier and can already be done without problems. Just edit an NPCs dlg file and add to the relevant line:
    create_item_in_inventory( #, obj )

    # is the number of the item you want to insert (number in description.mes)
    obj determines who you are giving the item to, for example pc, npc, attachee, triggerer

    Have a look here for python commands used in the game:
    http://www.co8.org/forum/showthread.php?s=&threadid=372


    My time for this week is very tight and I don't know how many hours I can squeeze in to mod things so it might not make the next update. But this is definitely in planning. I'll try and see if I can reliably spawn a new character without problems and get a store inventory to work via InvenSource.mes.
    In case if it doesn't work out, we can revert to using existing NPCs as you say.

    Very nice work on this, on weapon glow and on hoodless cloaks. :thumbsup: :thumbsup:
     
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