I didn't make it!
Ok, I would love (actually need) to see someone give a clear and detailed explanation on how to edit the Trader files from start to finish. I have some indications but there has been so much back and forth on what the values mean. Currently this is what is holding up the latest Endgame release. I can just add 1,3 to everything to make all items available but thats not what I want to accomplish. I'd like to reduce the overkill markup and add certain items with certain availability to different traders.
Case in point 1, 3 under trader generic sell. Does this mean 1 item at 300% base price or 1 means yes they will sell the item 100% of the time and 3 means something else? Or? Eh?
What I'd like a rundown on is: How to edit what a trader will buy, for how much, how many and how often How to edit what a trader will sell, for how much, how many and how often, markup values etc. How to edit what a trader has available for sale and when and so on
Ok, and.... go!
[trade_generic_buy] ammo_9x18_fmj = 0.15, 0.15
This trader will buy everey full box of 9x18 fmj at 15% of its price. The expression here is a variable : buy this, between 0.15xvalue and 0.15xvalue. the variation will be random.
[supplies_start] ammo_9x18_fmj = 10, 0.8
He will have between 0.8 (like none) and 10 boxes available.
[trade_generic_sell] ammo_9x18_fmj = 2, 1.8
He will sell every box at the variable 2xvalue <-> 1.8xvalue, at random.
You have subsections (buy, sell, supplies) with a condition factor (good price for friendlies, or after a major step in the story). These sections work the same.
LuxZg;4607307Ummm... ok, thanks for info. But what is fire_wound than?
It's still related to bullet damage, but it's only used in IMMUNITIES where it shows how much the player's armors are degraded by bullet damage and in monster/enemy files where it describes how much damage they take from bullets, it does nothing for the player armor's actual resists.
Something new (hope so).
You can find the rewards of the boring 'bring me my grampa's gun' type of quests.
You can change the lines : reward_money = to a (perhaps) more suitable reward_item =.
Or use both, you slimy cheaters you. :D
blaktek - cheaters? Who? Us little moders? :D I'll skip on this just because I'm sooo lazy (and I have 70k on my character at the moment anyway, thanks to carrying 500kg of guns from Agroprom to Swamps for better trade :D ). But I really think sometimes rewards are way too low. For example those "bring me ammo/grenades" quests seem like just not worth it if you don't have excess ammo with you anyway. If you have to buy ammo to give it to them, you're probably getting nothing in return.
Speaking of rewards, is it me or do 90% of the "How can I help you? -> bring me some useless thing" quests have no rewards?
Sometimes they just take your help and thats that, but if you go back to their base and speak to the barman/trader/leader or w/e they usually have a reward, but it just didn't tell you about it. I remember going back to CS trader and i said "got something for me" and he gave me like 15k + items.. that was before leaving the swamps because I had been helping everyone out to try get my reputation 100%. But most of the time they didn't tell me to go back to base for reward.. So try that next time..
ciox;4610662Speaking of rewards, is it me or do 90% of the "How can I help you? -> bring me some useless thing" quests have no rewards?
Good idea, I had a suspicion about that, even though there was no reward task.
In reply to my own post above, I've finaly gone through to Yantar and have few suites to compare. So I have these suites, and their values in game: protection - bulat military suite - sunrise (enhanced) - seva - berill5 burn - 28 - 19(40%upgrade) - 37 - 12 impact - 28 - 19 - 37 - 12 rupture - 35 - 25 - 30 - 30 radiation - 28 - 14(50%upgrade) - 37 - 12 telepathy - 28 - 0 - 37 - 0 chemical - 28 - 14 - 37 - 12 bulletproof - 60 - 11 - 15 - 30 Now the interesting part, inside scripts, these same suites have these values: burn - 0.047 - 0.015 - 0.061 - 0.020 shock - 0.047 - 0.015 - 0.061 - 0.020 radiation - 0.047 - 0.015 - 0.061 - 0.020 chemical - 0.047 - 0.015 - 0.061 - 0.020 thelepatic - 0.047 - 0.0 - 0.061 - 0.0 strike - 0.35 - 0.25 - 0.3 - 0.3 explosion - 0.35 - 0.25 - 0.3 - 0.3 wound - 0.35 - 0.25 - 0.3 - 0.3 fire_wound - 0.45 - 0.0 - 0.0 - 0.0 physic_strike_wound_immunity - 0.45 - 0.15 - 0.25 - 0.35 Soooo... can anyone find a way these script values become in-game values we see? Some formula? Btw, there are few more numbers in scripts that could have importance in these: for Bulat (military) suite: ef_equipment_type = 4 bones_koeff_protection = actor_heavy_armor hit_fraction_actor = 0.2 control_inertion_factor = 1.8 Sunrise(stalker) suite: ef_equipment_type = 3 power_loss = 1.0 bones_koeff_protection = actor_light_armor hit_fraction_actor = 0.3 control_inertion_factor = 1.2 SEVA (scientific) suite ef_equipment_type = 2 bones_koeff_protection = actor_light_armor_1 hit_fraction_actor = 0.25 control_inertion_factor = 1.5 Berill-5M (specops) suite ef_equipment_type = 3 bones_koeff_protection = actor_medium_armor hit_fraction_actor = 0.2 control_inertion_factor = 1.5 I can only guess these, for example "hit_fraction_actor" sounds like amount of damage that goes "through" the armor. So this could be very important in combination with other protection factors. I'm going to bed now, bit too late for me to think about this :D But wanted to post cos there is probably someone smarter around to figure these out :)