forums | blogs | polls | tutorials | downloads | rules | help

Add new comment

garthagain wrote:
. . .
Going to look and see if there are any others, but you would probably have to make a new character template. That is territory I've never entered.
Generally it's possible to turn any actor/monster into a shopkeeper.
That's actually not so tricky, you can redress/remodel existing shopkeepers (ok, can be a bit time-consuming finding the right good-looking/working textures), or you can start with any speaking NPC and expand it by the [store] component copied from existing shopkeeper templates plus assigning the correct expiration times for shops (and the indicate_emitter perhaps if you like).

 

Darkelf wrote:
garthagain wrote:
While working on my "Take Two" shops , more ideas came to me. So .. in Take Three there are three more new shops, for a total eight. Did some adjustments to the first five new shops.

New shops list;

Armor ..................... Wide selection, all levels.
Unique Armor .......... All unique armor.
Weapons ................. Wide selection, all levels.
Unique Weapons ..... All unique weapons
Sets ........................ All set items, plus colossal potions.
Magic ...................... All spells, potions, and misc. items.
Reagents ................ All reagents.
Potions ................... All potions.

Gave the three default magic shops colossal potions for all levels.

Counting the default shops, there are now twenty, all with varying content.

Have yet to integrate these into the Dawn of the Third Age map. Will now probably need more shopkeepers in order to use them all.

cool, perhaps can make some new different shopkeepers, like Morden, vaikesh, enemies that have talk anims, all would make good shopkeepers, after all unique shopkeepers, should be unique too Wink


Well, personally I still think unique or set items should drop, and generally not be sold in shops... :o