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M&M6/7/8 Shop Editing issue

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masterpoobaa
Peasant
Peasant
Joined: 02 May 2007
Posts: 57
CH - M&M6/7/8 Shop Editing issueCH - M&M6/7/8 Shop Editing issuePosted: Tue Jun 12, 23:11    Post subject: M&M6/7/8 Shop Editing issue Reply with quote

It appears that shopdata is contained within 2devents.txt.

I can edit the shopname ok.
I can edit the buy/sell multiplier/divider ok.
I can edit the open/close times ok.
But when trying to change the items for sale nothing seems to happen.

e.g. "The Knife Shoppe"
Sells L1 weapons as std, and L2 daggers as special items.
Ive tried changing both to L1 Bows or L2 bows or L1 swords to no avail. Nothing changes. Am i missing anything?
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UndeadHalfOrc
Rakshasa
Rakshasa
Joined: 13 Mar 2007
Posts: 1192
CH - M&M6/7/8 Shop Editing issueCH - M&M6/7/8 Shop Editing issuePosted: Tue Jun 12, 23:44    Post subject: Reply with quote

I noticed in MM7 that sometimes the game ignores the data files and uses what seems to be "hard coded" values. For instance, the angels in Celeste always have the same stats no matter how much I changed them in the monsters.txt file (while the Temple of Light and Castle Lambent dungeons DO use my buffed up Angel stats)
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masterpoobaa
Peasant
Peasant
Joined: 02 May 2007
Posts: 57
CH - M&M6/7/8 Shop Editing issueCH - M&M6/7/8 Shop Editing issuePosted: Wed Jun 13, 7:47    Post subject: Reply with quote

Seems your right. even a brand new game created from scratch didnt have any effect (seeing if there was a savegame effect)

Bugger. And that applies to the guilds selling spellbooks too sad
Cant get them to stop selling the "green" high level books.

Even though TP costs 36K now and lloyds costs 90K without any merchant skills
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masterpoobaa
Peasant
Peasant
Joined: 02 May 2007
Posts: 57
CH - M&M6/7/8 Shop Editing issueCH - M&M6/7/8 Shop Editing issuePosted: Thu Jun 14, 9:17    Post subject: Reply with quote

Oh poot.
Another bug/feature to hold me back.

Namely maxxing out the cost of the NPC hirelings.
The cost is defined in the NPCProfs.txt file.
And the amount of money they take for themselves is a Percentage of their initial cost.

i.e. somoene costing 1000 gold takes 10%, 2000 gold takes 20% etc.

So thus when you ramp their purchace price to 10K or more they take ALL the money you find.

Not what i had hoped... Although having the 'fly' and 'townportal' NPC's that cost upwards of 50% or more of your earnings would be a good disincentive to use them.
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masterpoobaa
Peasant
Peasant
Joined: 02 May 2007
Posts: 57
CH - M&M6/7/8 Shop Editing issueCH - M&M6/7/8 Shop Editing issuePosted: Thu Jun 28, 2:03    Post subject: Reply with quote

My M&M 7 mod is going well.
Possibly too well... forever totally strapped for cash, can barely afford any spells.

Maybe i made the shop prices a little TOO steep.

Ive also found a column in the 2devents file im not sure what it does.
Does anyone know??? (its new and not in the M&M6 2devents file)

In 2dEvents.txt:

The "VAL" column refers to the buy/sell multiplication factor applied to shops. Simple enough. multiply item price by value to get buy cost, divide to get sell cost.
Column "A" is what i dont know.
Column "B" is empty
Column "C" is a number that refers to the store refill time in days.

Its just column "A". its normally only got the value 1, 1.5, 2 or 3 in it.
Any ideas anyone?

[EDIT] Yay. worked it out. its for the price multiplier on learning skills from that shop/temple/magic store
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