how to make customized items appear in the market using modsys?

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Generalaine

Recruit
Steam
Code:
["flintlock_pistol", "Flintlock Pistol", [("flintlock_pistol",0)], itp_type_crossbow |itp_merchandise|itp_primary ,itcf_shoot_pistol|itcf_reload_pistol, 230 , weight(1.5)|abundance(100)|difficulty(0)|spd_rtng(38) | shoot_speed(160) | thrust_damage(45 ,pierce)|max_ammo(1)|accuracy(65),imodbits_none,
 [(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],
im currently practicing to modify items using the modsys but it doesnt show up in the markets? is there something wrong?
i changed the type to crossbow because it works with morghs tool and im trying here in modsys. i didnt get errors while compiling.
 
Solution
module_item (singleplayer)
Code:
["flintlock_pistol", "Pistola vieja", [("flintlock_pistol",0)],   itp_type_pistol |itp_merchandise|itp_primary ,itcf_shoot_pistol|itcf_carry_pistol_front_left|itcf_reload_pistol, 230 , weight(1) |abundance(100)|difficulty(0)|spd_rtng(73) | shoot_speed(185) | thrust_damage(75,pierce)|max_ammo(1)|accuracy(59),imodbits_none,
[(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],

Code:
["cartridges","Cartuchos",  [("cartridge_a",0),("disparo",ixmesh_flying_ammo),("cartridge_1",ixmesh_carry)], itp_type_bullets|itp_merchandise, 0...
module_item (singleplayer)
Code:
["flintlock_pistol", "Pistola vieja", [("flintlock_pistol",0)],   itp_type_pistol |itp_merchandise|itp_primary ,itcf_shoot_pistol|itcf_carry_pistol_front_left|itcf_reload_pistol, 230 , weight(1) |abundance(100)|difficulty(0)|spd_rtng(73) | shoot_speed(185) | thrust_damage(75,pierce)|max_ammo(1)|accuracy(59),imodbits_none,
[(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],

Code:
["cartridges","Cartuchos",  [("cartridge_a",0),("disparo",ixmesh_flying_ammo),("cartridge_1",ixmesh_carry)], itp_type_bullets|itp_merchandise, 0, 400,weight(2)|abundance(85)|weapon_length(3)|thrust_damage(3,pierce)|max_ammo(35),imodbits_missile,
[(ti_on_missile_hit, [(copy_position,pos63,pos1),(store_trigger_param_2, ":collision_type"),(call_script, "script_mm_on_bullet_hit",":collision_type")])]],

(multiplayer)
Code:
["flintlock_pistol_m", "Pistola vieja", [("flintlock_pistol",0)],   itp_type_crossbow |itp_primary ,itcf_shoot_pistol|itcf_carry_pistol_front_left|itcf_reload_pistol, 230 , weight(0.8) |abundance(100)|difficulty(0)|spd_rtng(73) | shoot_speed(185) | thrust_damage(75,pierce)|max_ammo(1)|accuracy(59),imodbits_none,
[(ti_on_weapon_attack, [(play_sound,"snd_pistol_shot"),(position_move_x, pos1,27),(position_move_y, pos1,36),(particle_system_burst, "psys_pistol_smoke", pos1, 15)])]],

module_particle_system
Code:
("pistol_smoke", psf_billboard_3d, "prtcl_dust_a",
     90, 2.5, 0.6, -0.2, 60.0, 1.5,     #num_particles, life, damping, gravity_strength, turbulance_size, turbulance_strength
     (0.0, 0.75), (1, 0),       #alpha keys
     (0.0, 0.7), (1, 0.4),      #red keys
     (0.0, 0.7),(1, 0.4),       #green keys
     (0.0, 0.7), (1, 0.4),      #blue keys
     (0, 1.5),   (0.5, 11.0),   #scale keys
     (0.1, 0.1, 0.1),           #emit box size
     (2, 2, 0),                 #emit velocity
     0.1                        #emit dir randomness
    ),

I have the code to add weapons to the market in module_triggers
Code:
# Refresh Weapon sellers
  (0.0, 0, 24.0, [], [
                      (reset_item_probabilities,100),
                      (set_merchandise_modifier_quality,0),#150
                      (try_for_range,reg(2),weapon_merchants_begin,weapon_merchants_end),
                        (store_sub, ":cur_town", reg2, weapon_merchants_begin),
                        (val_add, ":cur_town", towns_begin),
                        (party_get_slot, ":cur_faction", ":cur_town", slot_center_original_faction),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_one_handed_wpn,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_polearm,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_musket,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_pistol,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bullets,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_two_handed_wpn,3),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bow,3),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_thrown,5),
                        (troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_arrows,2),
                        (troop_ensure_inventory_space,reg(2),merchant_inventory_space),
                        (troop_sort_inventory, reg(2)),
                        (store_troop_gold, reg(6),reg(2)),
                        (lt,reg(6),900),
                        (store_random_in_range,":new_gold",200,400),
                      (call_script, "script_troop_add_gold", reg(2), ":new_gold"),
                      (end_try,0),
                     ]),
 
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