Merchants?
Merchants?
Is it possible and if so how would you put merchants into the game? I have a huge need for a Dungeon Master 2 style dungeon but you would need merchants.
Re: Merchants?
No one has done it to my knowledge, but that doesn't mean it isn't possible. Assuming you know scripting (which will be necessary), you can try to either with a custom model or a monster, create an NPC entity (a monster with disabled aggro would work) and have it hudPrint() it's dialogue when you walk close (voice acting optional). Probably have to create a shopkeeper inventory GUI based off of something like a chest; add a currency to the game and add it to the map as a random loot (a script that runs each time the party slays a monster) or place it yourself in the level, and then require money to "loot" the merchant's "chest". I would wait until the official LoG 2 Scripting Reference is released to attempt something like that.
Re: Merchants?
As for Log1 shop system was alreasy developed, so it is just matter of re-scripting and probably making some models for NPC´s. Overall lots of work, so I do not think we will see it done soon, but definitely possible.Zarkaz wrote:Is it possible and if so how would you put merchants into the game? I have a huge need for a Dungeon Master 2 style dungeon but you would need merchants.
- Mysterious
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Re: Merchants?
Hi guys. Yes I hope ilois who made the Shop System in log1 will convert it to log2
- SnowyOwl47
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Re: Merchants?
@Jgwman
@Zarkaz
@Mysterious
@Drakkan
It is very, very possible to make merchants BUT the thing is you'd have to make Gui, and seeing as how in LOG1 there was a GUI plugin sort of thing that you'd simply drop some stuff into the dungeon and import a .lua file that imported all the stuff then in the editor you had to set some things as well. But it was very useful and the one room round robin 2 used this.
But the bad part is sense we don't know much about scripting and stuff it might be very hard to do. Also it will be hard for whoever dares to go through all the trouble of making all those .lua files and stuff.
@Zarkaz
@Mysterious
@Drakkan
It is very, very possible to make merchants BUT the thing is you'd have to make Gui, and seeing as how in LOG1 there was a GUI plugin sort of thing that you'd simply drop some stuff into the dungeon and import a .lua file that imported all the stuff then in the editor you had to set some things as well. But it was very useful and the one room round robin 2 used this.
But the bad part is sense we don't know much about scripting and stuff it might be very hard to do. Also it will be hard for whoever dares to go through all the trouble of making all those .lua files and stuff.
- Mysterious
- Posts: 226
- Joined: Wed Nov 06, 2013 8:31 am
Re: Merchants?
Well mate if 2 people can do it it's Ilois or Diamuird, they are awesome programmers to my knowledge. I do hope one of them gives it a go. Sorry if I spelt the names wrong.SnowyOwl47 wrote:@Jgwman
@Zarkaz
@Mysterious
@Drakkan
It is very, very possible to make merchants BUT the thing is you'd have to make Gui, and seeing as how in LOG1 there was a GUI plugin sort of thing that you'd simply drop some stuff into the dungeon and import a .lua file that imported all the stuff then in the editor you had to set some things as well. But it was very useful and the one room round robin 2 used this.
But the bad part is sense we don't know much about scripting and stuff it might be very hard to do. Also it will be hard for whoever dares to go through all the trouble of making all those .lua files and stuff.
- cromcrom
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- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: Merchants?
I had a randomized shop system in The Lost Continent, with copper, silver and gold currency, where you could buy and sell. However, it didn't use the GUI (it was released after I finished my mod), and used buttons, which made it clearly not very nice. I will have to add those to TLC2, so that will probably be one of the first thing I will be working on when assets and scripting tut and définitions are released.
A trip of a thousand leagues starts with a step.
- Mysterious
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Re: Merchants?
Yes I remember your system it was good but I found it hard to do things. I am looking forward to your new shop system CromCrom. I hope it goes well for cant wait to see thxs. oh and sorry I forget to mention youe Shop Sytem (mybad).cromcrom wrote:I had a randomized shop system in The Lost Continent, with copper, silver and gold currency, where you could buy and sell. However, it didn't use the GUI (it was released after I finished my mod), and used buttons, which made it clearly not very nice. I will have to add those to TLC2, so that will probably be one of the first thing I will be working on when assets and scripting tut and définitions are released.
- cromcrom
- Posts: 549
- Joined: Tue Sep 11, 2012 7:16 am
- Location: Chateauroux in a socialist s#!$*&% formerly known as "France"
Re: Merchants?
Yes, I tried to do an open world system at the time, but lacked some Tools. It should be much easier now. Indeed the system was bulky. You can't know everythings, and I am definitely not as good a scripter as Diarmuid and Ilois, and other amazing ones, and TLC is an old mod. But I will do my best, anyways .
A trip of a thousand leagues starts with a step.
Re: Merchants?
Wow, ok. Nice replies everyone and thank you. I feel better now that it has been done in LoG 1. I am basicly looking for a Dungeon Master 2 remake and the only real obstacles for that are the merchants and also maybe the champion selection at the beginning but that part I would not mind if it were not put in.