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A Well-stocked Merchant

Posted: Mon Jul 19, 2004 5:34 pm
by Nighthawk4
For a test module I am trying to build, I want to be able to try out a variety of items. At the moment, I usually go into the Toolset, load the module, drop a few items around on the floor, build the module and then run it. If I find I missed an item or want to try other items, then it is back to the start. Of course, I could add the items to the Inventory of a merchant, instead of leaving them on the floor.

Is there any way to script access to the whole of the palette, without trying to run it with the DM Client? Then, the Merchant can give me access to whatever I want to test.

Can that be done please?

Posted: Mon Jul 19, 2004 5:40 pm
by Aloro
Sadly, no.

Items only appear in modules if they're individually placed there. You can place an instance of an item on the ground, or in a container, or give it to a merchant to sell, but you still have to place the item in the module yourself at some point.

For testing, I usually just drop the items on the ground, personally.

- Aloro

Posted: Mon Jul 19, 2004 6:14 pm
by JollyOrc
I have a script that puts items in a container.

I'll have to add the items by tag/resref into the script, so it's not the super easy solution. But it's helpful if I need to have lots of copies of the same item, or items of a similar type that are numbered.

One way would be to start a dedicated server, and log in with a DM client and the player client alternately, depending on what you need.

I think Sindol knows how to add items with the debug console too, although I have no idea how he does it exactly (guess you'll need to know the tag/resref too for this)

Posted: Mon Jul 19, 2004 6:18 pm
by Aloro
JollyOrc wrote:I think Sindol knows how to add items with the debug console too, although I have no idea how he does it exactly (guess you'll need to know the tag/resref too for this)
Yeah, you can spawn in items from the console, but it's a pain in the ass (you need the resref for each item). I've never used that approach, myself, since it's easier to drop them in the module from the toolset.

- Aloro

Posted: Mon Jul 19, 2004 6:30 pm
by dougnoel
1.) If it's a small module, you could use a module reloader. Basically, create an item that loads the same module you're in. Then with the toolset and the game open, it takes about 30 seconds to drop an item on the ground, save the module and reload it in-game. Voila! Your item appears!

2.) You could set up a listening NPC and script it so when you say, "CREATE resref" the item will pop into your inventory.

Posted: Mon Jul 19, 2004 6:47 pm
by Nighthawk4
It says 'Function CREATE not found' :?

Is that the correct command please?

Posted: Mon Jul 19, 2004 7:59 pm
by CPU
Couldn't you make a merchant and fill his inventory with the entire Bioware pallet? I've added things to my own merchants in test mods. It might take time, but once you do it, it's done.

Posted: Mon Jul 19, 2004 8:16 pm
by dougnoel
Nighthawk4 wrote:It says 'Function CREATE not found' :?

Is that the correct command please?
Oops, my bad. I meant you could script an NPC to interpret what you say, like the way Abyss404's emote thingamaggier works.

I've never really messed with the listen code, so I can't give anything to use off the top of my head. If you want, I can try and cobble something together for you tonight.

Doug

Posted: Tue Jul 20, 2004 6:25 am
by Sindol
Aloro wrote:
JollyOrc wrote:I think Sindol knows how to add items with the debug console too, although I have no idea how he does it exactly (guess you'll need to know the tag/resref too for this)
Yeah, you can spawn in items from the console, but it's a pain in the ass (you need the resref for each item). I've never used that approach, myself, since it's easier to drop them in the module from the toolset.

- Aloro
True. If you switch the debugmode on in the mod you can spawn in items with a DM command using the resref of the item. This means that if I just made them myself I can usually spawn them just fine. In all other cases I'll have to use the toolset as well.

Still a buggerance that you can open a chooser in debugmode, but not a creator.