BurntShooter
Recruit

Ok so, I've added and replaced itp_type_bolts with itp_type_pistol, And it still is not appearing in game.
My script for the weapons merchant refresh is:
Im not sure why reg(2) replaces cur_merchant, But it was like that when i downloaded this ver of the module system. I've made the Abundance 200, Just so i can make sure i'll see it in shops, and it is already ticked as merchandise.
Am i doing anything wrong? Or is there something i've overlooked?
My script for the weapons merchant refresh is:
# Refresh Weapon sellers
(0.0, 0, 24.0, [], [
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,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_two_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_shield,6),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bow,4),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_crossbow,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_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bolts,2),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_pistol,2),
(troop_ensure_inventory_space,reg(2),merchant_inventory_space),
(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),
]),
(0.0, 0, 24.0, [], [
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,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_two_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_shield,6),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bow,4),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_crossbow,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_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bolts,2),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_pistol,2),
(troop_ensure_inventory_space,reg(2),merchant_inventory_space),
(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),
]),
Im not sure why reg(2) replaces cur_merchant, But it was like that when i downloaded this ver of the module system. I've made the Abundance 200, Just so i can make sure i'll see it in shops, and it is already ticked as merchandise.
Am i doing anything wrong? Or is there something i've overlooked?



