Craftable Merchant Dialogs V4.7 Includes MerchantMaker V4.4, an application for generating merchant code! Take control of merchant pricing... CMD lets the builder define buy and sell pricing. CMD now supports PERSISTENT PLAYER CONTROLLED VENDORS! Hire, move, stock and price. Great for player driven economies. Note: Due to exploits and TMI problems, CMD V4.7 requires the 1.62 patch for proper functionality.
Can someone here email me any documentation? The rar file doesn't seem to have any dox in it. I have no clue on how to import this into my module. Thanks John email me at: johndraugr@soznet.net
Posted by Del'tanon at 2004-10-2308:01:00
Hmm, I've tried d/ling this file several times and the zip doesnt seem to contain MerchantMaker... Anyone know what's wrong?
Posted by Tempest at 2004-10-0306:36:00
@ Warner those scripts are created automaticly after building the mod (after clicking "build" in the toolset). so you can just ignore the "missing resources" message.
Posted by Questioner at 2004-09-1318:00:00
I got a minor bug, I think? Generating the merchant "Rogan" using MerchantMaker, I am getting the following: [snip] void ProcessMenu_Rogan_0(string sMenu_Rogan_0) { CnrMerchantAddPersistentItem(sMenu_Rogan_0, "Bar of Iron", "ecs_mat_iron_bar", 10, 14, 3, 6, 1); I want the "Rogan" to buy at 10, sell at 14, start with 3, max out at 6. Yet there is that last field of 1? When it was copied from MerchantMaker-generated file Rogan.nss, it was: CnrMerchantAddPersistentItem(sMenu_Rogan_0, "Bar of Iron", "ecs_mat_iron_bar", 10, 14, 0, 0, 1); And I manually edited in the 3, and 6, later. In the docs examples, and in the sample stores in cnr_merch_init, the last 5 int fields consist of only 4... //void CnrMerchantAddPersistentItem(string sMerchantTag, // string sItemDesc, // string sItemTag, // int nBuyPrice, // int nSellPrice, // int nInitialOnHandQty, // int nMaxOnHandQty); So wondering, is this a new field in the upgrade? if so, to what purpose? Or could Merchant /maker be generating wierd code? Thanks for any response, I am trying to slowly figure out the process here. The sample merchants were very helpful, in seeing how the relevant data fields should be laid out.
Posted by Warner at 2004-07-2306:45:00
Hi, The ERF file isnot complete. The following files are needed: readme_merchants.ncs cpv_vendor_utils.ncs cmd_language_v47.ncs cmd_config_v47.ncs
Posted by dracoferox at 2004-07-0810:57:00
The messages below are pretty old but just in case it helps someone... The readme is in the scripts, so to get it, just create a new module and import the included erf file. Now just open the readme_merchant script and voila.
Posted by Timdalos at 2004-06-2317:28:00
Seriously... does ANYONE know any place I can find ANY docs for this? The only thing included in THIS version is an errata list... please, if you have ANY kind of docs available, let me know?
Posted by Etarnon at 2004-06-0809:36:00
This is one nice piece of work. I have worked with it for about a year. Thanks for writing it. Makes setting my ATS item prices so much more in line with what I want to do. Etarnon Loremaster "Land of Etarnon" [beta] (Roleplay)
Posted by Timdalos at 2004-06-0221:15:00
Hrm... Docs... Docs would be very good. I see references to them, but... I certainly see nothing but two bare bones errata lists in the download... how does one USE this?
Posted by Bane_Moonglum at 17:21:00 Voted10.00
Go into settings and set the system for HoTu if that doesn't work set it for HotU + patch. Hope that helpsThe World Of Nailaeon -- the mists call... Link