Buy a shop from the goverment, sell your own items to other players and sell the shop again!
* Fully persistent.
* Very easy to set up.
* Very player friendly, easy to use.
* With salesmen, need them to sell your stuff.
* With easy storage system.
* Comes with small Demo Module.
Initial Release: 27/08/08 (v2.1)
- Converted from NWN1 version.
Major update: 07/09/08 (v2.5)
- No longer uses the EDS (Enhanced Delay System), you can therefore delete the three eds_ files, if updating from earlier version.
- Fixed different issues with salesmen not appearing or not being deleted when fired.
- Changed the way salesman wage works.
- Centralized all script texting in one great script, making it very much easier to translate to other languages.
Minor Update: 25/10/08 (v2.5b)
- Fixed shop vault "unlimit gold" bug.
- Added so that DMs can make the shop return to the government.
This system is aimed for roleplaying modules, to add some fun to the players.
The players can buy a shop (which you'll have to make yourself, visually). The owner of the shop can place items in a chest (which is spawned from the sign only when needed), the owner will need to hire a salesman to sell his/her items. The salesman will sell the players items from the chest (The buyer can choose which store to view, now the player can have 2 stores from same shop), the salesman will also demand salary. The player will earn gold when other players buy his/her items from the shop, and the shop can buy items if the player has put gold into the shop vault. The shop can be sold to other players as well.
There can be unlimited shops througout the module - as long as they each have their own area.
All settings are set in the ModuleLoad script: shop_mod_load.
Always remember to "Compile" your module after importing anything.
: Critical Note : Might not work on Linux machines, because of a bug in a function used by this system to clean up!
.: Important note :. You can only have 1 shop per area. And the area must have a module wide unique tag.
If you are experiencing problems, please post them here or send me an email on: [email protected].
Hi! Sorry, simply don't have time for this at the moment. Too much other stuff. Feel free to edit this system in whatever way you wish. Some day I might make an update to this system, but it probably won't be anytime soon. _________________________ NWN2 stuff:
- Persistent Player Owned Shop System
For some reason the Salesman NPC continuously opens and closes the doors even after we cut out the part of the scripting for him expect to be payed. (had to see above)
Installed in our PW.
We seem to have an game breaker with the system.
After hiring a Salemen, he immediately starts saying "You should of payed me" over and over.
Even after explictily paying him one month through the dialog.
The readme file mentioned something about a time script (not included) and not needing such anymore.
oh sorry forgot, There is some things I miss a easy way to have stolen items be turned on and off to get sold both for players and admin. But in over all a grate script.
Think I found a bug, the conversation do not check if pc have gold to put in the shop he/she owns, so they can putt in 1000 when have non on them and then take it out. I think what one needs to do it put condition gc_gold and the amount of gold in the box.
Posted by lerathel at 2008-09-08 13:23:13 Voted 9.75 on 09/08/08
thanks, humm maybe if we could get a bag in the player inventory to get the stuff to sell. when to player open his bag it update thecontent to what the database reflect and give his money for sold items. if the shop is sold then he still have all of his item.
well that menn every character a would buy a shop would have a persistent storage and that the store would use this one insted of using its own storage that players share.
Alot of scripts have seen changes, most importantly:
shop_area_exit, shop_area_enter, shop_inc & shop_man_hb - but other scripts have been changed too. The easiest will to overwrite all except the shop_sign_conv, i will recommend overwriting the other conversation because of new changes.
It will be much easier to translate from this update, I have now moved all script texting to 1 script which you can translate, and then never overwrite.
I have not found a good solution to your example, I know that playerA will lose his / her items when selling the shop.
There is from this update no date saving system included, I therefore recommend users to get their own date saving system (I recommend this in the ReadMe too).
And, as I have written before, this system should save items the exact same way as they were stored, crafted or not.
Posted by lerathel at 2008-09-08 04:04:33 Voted 9.75 on 09/08/08
Coudl you give me the scripts/conversation/etc that you modified in htis new version ? I already translated some conversation already, and script. Wiht the list of updated file I could import only the changed one to my mod.
I have my own persistent date system, if you removed EDS did you add something equivalent that I should remove ? or keep the better of the two systems.
I have store owned by player and a general store that any player can use... but if a user set the general shop to "not for sale" its his forever... could we set a limit or let dm change that.
and if playerA has 10 items in the store for sale and someone buy the store... playerA items disapear, dont know what could be done about this but just telling.
Posted by dmguild at 2008-09-06 18:15:14 Voted 9.50 on 08/28/08
This system uses the BioWare/Obsidian database to store objects, which means that even dynamic items, such as the ones that you are mentioning in your post, should be returned the exact same way as they were stored. I do not just store the ResRef, but the item itself.
Posted by dmguild at 2008-08-28 09:37:26 Voted 9.50 on 08/28/08
Does this shop system store the properties of the items or just the resref from the toolset? Many modules use dynamic item creation treasure systems where (for example) each kama dropped has a resref of a_kama, but in reality each has different properties. Storing these into a database using just the resref, will remove all the properties on dynamically created items when placed in the store. This is the problem I ran into at Skullport when I went to implement this using NWNX4. _________________________ Keeps calling me it's master, but I feel like it's slave. Haulin me faster and faster to an early early grave. Skullport and the Undermountain PW
NWvault Submissions:|Skullhak_2|---|Skullport PW|---|Waterdeep PW|---|Portrait Pack|
Posted by Birkebark at 2008-08-28 02:37:55 Voted 10.00 on 08/28/08
Brilliant initiative Rami - glad to see you are still going strong! Keep up the good work. _________________________ Zantium.dk
10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone