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[DiscordArchive] How can I define an item that a vendor can sell, but instead of for gold, the currency is a custom s

[DiscordArchive] How can I define an item that a vendor can sell, but instead of for gold, the currency is a custom s

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rektbyfaith
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11-12-2022, 04:56 AM
#1
Archived author: Michael Crilly • Posted: 2022-11-12T04:56:18.324000+00:00
Original source

How can I define an item that a vendor can sell, but instead of for gold, the currency is a custom soft currency or another item?
rektbyfaith
11-12-2022, 04:56 AM #1

Archived author: Michael Crilly • Posted: 2022-11-12T04:56:18.324000+00:00
Original source

How can I define an item that a vendor can sell, but instead of for gold, the currency is a custom soft currency or another item?

rektbyfaith
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11-12-2022, 04:59 AM
#2
Archived author: Bench • Posted: 2022-11-12T04:59:10.905000+00:00
Original source

Well you can do it through gossips or Lua (though I don't know where to grab an example for those), but to do it through a typical vendor menu you'd use itemextendedcosts, which you could stick with the pre-existing entries *or* make your own, but that'd be client editing. Also I'm not too familiar how many options you actually have with that one
rektbyfaith
11-12-2022, 04:59 AM #2

Archived author: Bench • Posted: 2022-11-12T04:59:10.905000+00:00
Original source

Well you can do it through gossips or Lua (though I don't know where to grab an example for those), but to do it through a typical vendor menu you'd use itemextendedcosts, which you could stick with the pre-existing entries *or* make your own, but that'd be client editing. Also I'm not too familiar how many options you actually have with that one

rektbyfaith
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11-12-2022, 05:00 AM
#3
Archived author: Michael Crilly • Posted: 2022-11-12T05:00:02.265000+00:00
Original source

I wonder why it's client editing? Vendor lists are streamed in real-time to the client.
rektbyfaith
11-12-2022, 05:00 AM #3

Archived author: Michael Crilly • Posted: 2022-11-12T05:00:02.265000+00:00
Original source

I wonder why it's client editing? Vendor lists are streamed in real-time to the client.

rektbyfaith
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11-12-2022, 05:00 AM
#4
Archived author: Bench • Posted: 2022-11-12T05:00:48.037000+00:00
Original source

Sure, but in the case of using currencies other than gold, those quantities and the items used are stored in itemextendedcosts.dbc or some similar name
rektbyfaith
11-12-2022, 05:00 AM #4

Archived author: Bench • Posted: 2022-11-12T05:00:48.037000+00:00
Original source

Sure, but in the case of using currencies other than gold, those quantities and the items used are stored in itemextendedcosts.dbc or some similar name

rektbyfaith
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11-12-2022, 05:01 AM
#5
Archived author: Bench • Posted: 2022-11-12T05:01:32.161000+00:00
Original source

If you set a vendor to use a extendedcost entry that doesn't exist on the client's side, it won't show up correctly visually
rektbyfaith
11-12-2022, 05:01 AM #5

Archived author: Bench • Posted: 2022-11-12T05:01:32.161000+00:00
Original source

If you set a vendor to use a extendedcost entry that doesn't exist on the client's side, it won't show up correctly visually

rektbyfaith
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11-12-2022, 05:02 AM
#6
Archived author: Michael Crilly • Posted: 2022-11-12T05:02:34.041000+00:00
Original source

Hmm. I guess instead of a standard vendor list (which I guess won't work for me anyway now that I think about it), my vendor's script and the gossip entries can just check the player's inventory for a certain item, a count and then subtract from that, right?
rektbyfaith
11-12-2022, 05:02 AM #6

Archived author: Michael Crilly • Posted: 2022-11-12T05:02:34.041000+00:00
Original source

Hmm. I guess instead of a standard vendor list (which I guess won't work for me anyway now that I think about it), my vendor's script and the gossip entries can just check the player's inventory for a certain item, a count and then subtract from that, right?

rektbyfaith
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11-12-2022, 05:03 AM
#7
Archived author: Michael Crilly • Posted: 2022-11-12T05:03:00.546000+00:00
Original source

Put another way, my vendor can reach into the player's "pockets" to determine they've got enough of X ad if so, take Y from it and then give them B?
rektbyfaith
11-12-2022, 05:03 AM #7

Archived author: Michael Crilly • Posted: 2022-11-12T05:03:00.546000+00:00
Original source

Put another way, my vendor can reach into the player's "pockets" to determine they've got enough of X ad if so, take Y from it and then give them B?

rektbyfaith
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11-12-2022, 05:03 AM
#8
Archived author: Rymercyble • Posted: 2022-11-12T05:03:01.728000+00:00
Original source

common way of getting item for uncommon currencies is with quests
rektbyfaith
11-12-2022, 05:03 AM #8

Archived author: Rymercyble • Posted: 2022-11-12T05:03:01.728000+00:00
Original source

common way of getting item for uncommon currencies is with quests

rektbyfaith
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11-12-2022, 05:03 AM
#9
Archived author: Michael Crilly • Posted: 2022-11-12T05:03:41.427000+00:00
Original source

Right. My goal here is to react to `OnQuestComplete` and give the player an item. I want them to be able to then trade those items.
rektbyfaith
11-12-2022, 05:03 AM #9

Archived author: Michael Crilly • Posted: 2022-11-12T05:03:41.427000+00:00
Original source

Right. My goal here is to react to `OnQuestComplete` and give the player an item. I want them to be able to then trade those items.

rektbyfaith
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11-12-2022, 05:04 AM
#10
Archived author: Bench • Posted: 2022-11-12T05:04:29.630000+00:00
Original source

I can't think of any reason that wouldn't work
rektbyfaith
11-12-2022, 05:04 AM #10

Archived author: Bench • Posted: 2022-11-12T05:04:29.630000+00:00
Original source

I can't think of any reason that wouldn't work

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