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Price problems?


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6 réponses à ce sujet

#1
AaronH

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We have over 700 items in our project, all having to be a custom price (i.e. not using nwn2s default pricing).

After reviewing their prices in-game (store with values set to 100/buy+sell), some items are messed up, and it's not the first time this has happened.

 

It seems like a select handful of our items prices just become something different.

Example;

A Bronze helmet is 1 gold default, with 150 additional cost, making it cost 151g.

But when in-game, it's helmet price is something like 900-950.

Is anyone familiar with anything happening like this? If so, any tips or advice on stopping this problem?



#2
PJ156

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Unpardonable profiteering by your in game merchants me thinks.

 

That said, I have had similar issues with setting the price of items, mostly with it setting to zero.

 

No answer I'm afraid, save the trite one above. Another pair of eager ears seeks answer however.

 

PJ



#3
Tchos

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0-price items are usually caused by the item being set to Plot.  I don't know what would cause individual prices to jump up.



#4
4760

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Isn't there a price multiplier applied to the items, based on the merchant's appraise skill compared to the buyer's?

#5
Tchos

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Yes, but if it's only happening on specific items, and not the whole shop, it wouldn't be something like that.



#6
Clangeddin86

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Could it be those items have more (hidden?) properties than they should?

or a higher base price? Does it happen systematically with certain items or it's random and varies from shop to shop?



#7
Lance Botelle

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Hi,
 
The way the pricing is calculated in NWN2 is rather complicated and involves many 2da references. It was something I reworked a few years ago now, but my module does have a system that has altered items to be more "logical" with respect to what they can do etc.
 
A core issue is to do with spell properties, and how much you expect said powers on items affect the prices.
 
Here is some info from an old post of mine: http://worldofalthea...nformation.html

COST ADJUSTMENT 2DA FILES

All the following 2DA files were mostly altered to make a much more controlled economy system:

baseitems - Reduce items back to base level. (Were twice value.)
armorrulestats - Mithral and armour prices.
Itempropdef: Contains a factor used in calculating costs.
Itemprops: To correct (remove) some invalid property entries from the toolset.
iprp_arcspell: To alter arcane failure costs. (5-50%)
iprp_bonuscost: To alter ability costs. (1-12)
iprp_bonushp: HP Costs.
iprp_chargecost: To alter costs related to number of uses and charges.
iprp_damagecost: Damage costs.
iprp_damagereduction: To alter damage reduction costs. (1-40)
iprp_damagetype: To alter factors involved with various damage types. (Cold etc.)
iprp_immuncost: To alter cost of immunity percentage. (5-100%)
iprp_immunity: To alter cost of a specific immunity. (Poison etc.)
iprp_meleecost: To alter enhancement value costs, including AC. (1-20)
iprp_monsterhit: Alter more OnHit property costs. (Poison etc.)
iprp_onhit: OnHit special costs.
iprp_onhitcost: OnHit Damage costs.
iprp_onhitspell: Spell hit reduction costs.
iprp_redcost: Special container costs.
iprp_resistcost: To alter damage resistance costs. (Resist 5/- to Resist 50/-)
iprp_saveelement: Save costs.
iprp_skillcost: To alter costs of skills (ranks). (1-40)
iprp_spellcstr: Caster level costs.(1-40)
iprp_spellvcost: To alter costs of spell level related benefits. (0-9)
iprp_spells: To alter spell costs. (A factor that can vary with other files.)
iprp_srcost: To alter spell resistance costs. (10-40)
iprp_trapcost: Trap type costs.
iprp_traps: Trap strength costs.
iprp_weightcost: To alter weight reduction costs. (1-80%)
skillvsitemcost: To reduce ID MAX factor cost.

Cheers,
Lance.