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NWN SCRIPTS

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Title  Bedlamson's Dynamic Merchants System
Author  Bedlamson
Submitted / Updated  01-23-2003 / 11-22-2006
Category  Scripting routines
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Module and Code
Type  Type - Other
Includes  BioWare Standard
Description
This script incorporates several merchant features into one set of scripts: Dynamic Inventories, Self-cleaning Inventories, Haggling, Prejudice, Favoritism, and Stealing from Merchants. This system does not require any scripting, as it uses a parameter/switch system similar to NWNSS, but does not require any heartbeats. UPDATE: changed the conversation to make better use of tokens. For search purposes: store, NPC, shop, steal, haggle, like, dislike, buy, sell, random, inventory, clean up, timer, delay.

Files

NameTypeSizeDownloads
DynamicMerchants.zipDynamicMerchants.zip
Submitted: 01-23-2003 / Last Updated: 02-05-2003
zip278.87Kb2461
--
SCORE OUT OF 10
9.67
5 votes
View Stats
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Comments (21):

Posted by Hillyan at 2010-04-15 03:28:17    Voted 10.00 on 04/15/10
10 cause this is a perfect system. I could suggest just an additional feature: if there is a way to make a merchant give only to 1 or more categories of items a big price. Just like the haggle function, applied to 1 or more categories of items like "ammunitions", "armors" and so on. I don't know if this is a good tip but this is the only thing that misses from this perfect system.

It is really incredible; 10 to the demo mod, that is simple and easy to understand. 10 to the scripts and 10 to the ideas behind the system

Posted by Narph at 2007-10-06 19:29:10    Voted 9.00 on 10/06/07
Good Description on vault 8.5
Does what it says 10.
Instructions 8.5
Demo Mod 9.0
errors 9.0
useful 9.0
Total = 54/6=9

Posted by Brintinacx at 2006-08-28 23:21:04    
Crap! Sorry, she didn't vanish...she was roaming the streets. I had a custom "OnSpawn" script on here, but just added your lines from your script. Must be playing funny games with each other. Any thoughts?

Posted by Brintinacx at 2006-08-27 18:06:06    
Ok, dont know if anyone looks at these forums anymore, but here goes. I recently added your scripts to my MOD, followed proceedure, made a merchant to have his inventory sold to him, disappear in random 1 - 4 hours. Well, the random destroy worked fine, porblem is, it destroyed my MERCHANT! Not the inventory! She vanished, bye bye. Can ya figure that one out for me.....

Posted by CutterShane at 2005-04-25 13:41:44    Voted 7.00 on 04/25/05

Posted by Silverti at 2004-05-02 11:08:00    Voted 10.00 on 05/02/04
Bedlamson --> Something that has bugged me for a long time is the script errors that fire off with the system when there are to many items sold to the vendor. They go away after time (I delete after 15 mins) but when you have 30 people on all the time, it can happen a lot. Is there a solution for this?

_________________________
Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2

Link

Posted by Silverti at 2004-05-02 11:06:17    Voted 10.00 on 05/02/04
I have used this Script in Adventure Island for over a year. It is flawless and excellent
_________________________
Creater / Designer / Host
Adventure Island 1: NWN
Adventure Island 2: NWN2

Link

Posted by Bedlamson... ( ..xxx.xxx ) at 2004-03-05 13:25:00    
Yes, there is a too many instructions error if you try to use a lot of caches. SoU and HotU have added some new functionality to merchants, so this whole package could use some reworking.

Posted by Old_Scores_Transfered at 2004-02-20 10:29:19    Voted 10.00 on 02/20/04
This is a compilation of the old system into a single score. There were 11 that made this score of 9.81 then rounded to 10.

Posted by Primogenitor at 2004-01-14 00:08:00    
Hi

This is an excellent script, really great.

Few questions though, I assume this is no longer being developed? Any problems if I develop it a bit (use toolset set variables instead of tag and add random properties to items)

Also running into some too-many-instructions errors when using in a module, and suggestions?

Posted by Fleshmelter ( ..xxx.xxx ) at 2003-09-15 16:32:00    
Well it appears there is nothing wrong now, I redownloaded the erf, and it appears all good. I also have a fresh install of NWN SoU as well, since my harddrive crash.

All seems ok, I have no idea what was the problem the first time.

Posted by Bedlamson ( ..xxx.xxx ) at 2003-08-30 18:10:00    
I just tested the demo module and it seems to work fine... are you importing it into really large modules? It could be that the store isn't being created fast enough before the command to open it is sent. Maybe try changing line 166 of the 'bdm_cnv_steal' to be DelayCommand(1.0, OpenStore(oStealStore, oPC, -1, -1)); Let me know if that helps.

Posted by Celeborn ( ..xxx.xxx ) at 2003-08-23 17:30:00    
Yeah, I can't seem to steal anything either. I've imported the store with no mark ups, and I'm pretty sure it is getting created when the script is run, but for some reason the store just will not open for me...

Posted by Fleshmelter ( ..xxx.xxx ) at 2003-08-23 06:25:00    
Is the steal store option broken?

Posted by Silvert ( ..xxx.xxx ) at 2003-06-05 21:07:00    
Ive been using this script for a long long time and never fails... I love it

Posted by Usheen ( ..xxx.xxx ) at 2003-06-05 13:49:00    
Excellent system. Added it to my mod in about 15 minutes. Great docs. Thanks!

Posted by Manora ( ..xxx.xxx ) at 2003-04-03 09:59:00    
This is GREAT! I had been playing around with this very concept and decided to check the Vault to see if anyone else had done it.

Well Bedlamson has and did a wonderfull job too! The instructions for installation and configuring are well written.

I had no difficulties with the zip file or importing the erf's.

In the game, haggling is transparent to the user but it IS working. To see the difference compare against a normal merchant! Also, the ability to "shoplift" is a feature that several of my -rouge- friends have asked for. Their gonna love this implementation.

I especialy like the cache system and the cleaning functions. It makes visiting a merchant much more interesting.

Thanks for a job well done!

Posted by Bedlamson ( ..xxx.xxx ) at 2003-01-29 10:20:00    
That's an interesting idea, and definitely could be done.

Putting items into a specific cache would be no problem,
and that cache could have whatever % chance and
limitations you wanted.

As for sorting the items amongst caches with different
limitations, that would be more difficult, but could
probably also be done. I would want to have a way to make
limitations work more cleanly first, though. Right now
there can be strange results if more than one PC is
shopping at the store. I'm tempted to test to see if
there are PCs that don't meet the limitations within a
certain distance when the store opens, but that would
depend on if there is a definite distance you have to be
within a merchant to have the store open.

If anyone has any insights for this, let me know here or
by e-mail.

Posted by Shadow-Servant ( ..xxx.xxx ) at 2003-01-29 05:03:00    
Well, all in all this looks pretty tight. I'm going to
download it and play around a little when I get the chance,
but I have a question. Is it possible to place any items a
PC sells into it's own cache? Or even into the proper
alignment or racial cache? That way you don't have to
worry about it being permanently gone, but when he shuffles
his inventory, there's a chance of getting that wonderful
item back from him. (allow it so after X time has passed,
he doesn't delete the item, he moves it into a cache. the
n, after another X time has passed, say 10 hours in a PW,
he will remove it completely. is that possible?)

Thanks for your time, Shadow

-Serve the shadows, as they conceal your attacks as well as
your retreat.

Posted by Nelzie ( ..xxx.xxx ) at 2003-01-24 22:07:00    
Hey, you only put the README in as the "code" section...
You should mention that you need to download the file, at
the download the file link.

I can't wait to give this a go in my world. Thanks!

Posted by elandys ( ..xxx.xxx ) at 2003-01-24 10:29:00    
This looks like a lot of work. Thanks, can't wait to see
it in action.

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