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Post by mikeweeks2346 on Oct 25, 2015 1:16:30 GMT
Given the current state of affairs this is simply a general inquiry in regards to making a more restrictive game:
Given the current tools and code access, is it possible to eliminate from the shop, the weapons? The idea, only weapons found in-game are available to the player. And by the term elimination; actually eliminate them versus making any purchase cost well above the max. available for any crafted wallet size?
I'm kicking this around as a possible starting point for a personal mod; this would go hand-n-hand with no weapon's ammo available in the shop either, but first, can weapons be eliminated?
Thanks.
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Post by JRavens on Oct 25, 2015 8:29:26 GMT
Hmmm... you know I'm not 100% sure. I mean in theory YES you can absolutely remove weapons. In fact they need not even be removed (as in deleted) but merely changing a few numbers to 255 will prevent them form appearing in the shop.
I *think* however if the weapon is NOT in the shop (for example let us say the trusty AK) then you can't access it in the shop menu to swap your loadout around.
That's my theory anyway. I'm honestly surprised I've never bothered to try blocking out a bunch of weapons in the shop before...
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Post by bontainer on Oct 25, 2015 11:16:15 GMT
Yes, wouldn`t be a problem at all, you only have to set the buy value to -1 and the weapons would dissapear from the store.
<Generic disLibItemId="7667798561609" Name="Handguns/D50" hidGUID_Legacy="{D204A43B-BAE3-4612-9D95-C1C287DC7C5F}" hidSingleObject="0" bCanBeShared="1" hidName="Handguns/D50" disId="281" locidItemNameId="58340" shpcatCategory="11" shpscataSubCategory1="187" shpscatbSubCategory2="104" shpitpeItemType="66" shpisubtpeItemSubType="255" locidDescriptionId="58361" locidBuyConditionId="-1" locidRecommendedUse="630171360" locidLockText="194319" bIsSingleHanded="1" locidWeaponTypeText="283778" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7676525258612" fRotationSpeed="0.2" fRotationAmplitude="0.03" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="5" UnlockOnMissionComplete="" UnlockFromScript="" ecoUnlockFromShopItem="280" sUnlocksAbility="" bVisibleWhenLocked="0" bVisibleInInventory="0" bShowCurrentCount="0" sShopIconName="D50" sHudIconName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="1" sULC_Name="" wikiItemId="1202" sStatStringToUpdate=""> <WeaponStatistics iAccuracy="5" iDammage="7" iRange="6" iFireRate="2.25" iHandling="4.5" iStarRating="3.5" iStarRatingBonus="0" /> <DefaultPositionOnScreen vectorDisplayDefaultPosition="-0.11,-0.043,0.22" DisplayDefaultAngles="12.9,-6.1,94.31" vectorDisplayDefaultPositionWithSilencer="0,0,0" DisplayDefaultAnglesWithSilencer="0,0,0" /> <CategoryPositionOnScreen bDisplayAsDefaultItem="0" vectorDisplayDefaultCategoryPosition="-0.01,-0.233,0.24" DisplayDefaultCategoryAngles="13.9,-9.1,96.31"> <DefaultAttachmentsNames> <DefaultAttachmentName Name="" /> </DefaultAttachmentsNames> </CategoryPositionOnScreen> <ShopTypeDatas> <ShopTypeData shptypShopType="1" buyValue="100000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866563593402" /> <ShopTypeData shptypShopType="2" buyValue="100000" sellValue="-1" bModulateCostOfItemWithKarmaLevel="1" arkKarmaLevelPricesCurve="7866563593402" /> <ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0" /> </ShopTypeDatas> <PositionOnFullScreen FullscreenpAngles="0,0,90" vectorFullscreenCenterOffset="0,0,0" /> </Generic>
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Post by mikeweeks2346 on Oct 25, 2015 17:47:44 GMT
Thanks guys. Jeff's point about swapping acquired weapons via the store/Sherpa brings up a good point; restrict swapping to only in-game roaming activities; i.e., need to re-acquire a bow, you must go to those locations where they spawn, or allow the player to swap via the store ... hmmm ...
Another aspect also comes to mind in what to allow - or not - for an acquired weapon; can you purchase attachments, or not? If yes, then clearly the weapon would need to show up in the shop once acquired. The "game logic" in allowing attachments would be that shops could have attachments for weapons via the "market" and thus give the player a slightly better weapon (for a steep price) than the default picked up.
Bontainer's example for the D50 shows just how confusing is the coding; highlighted I assume is the D50 selling price of "100000" in two lines of code, and they would need to be set to "-1", yet in the very next line - i.e., the third line, is:
ShopTypeData shptypShopType="255" buyValue="-1" sellValue="-1" bModulateCostOfItemWithKarmaLevel="0"
Or ....
is that third line the actual line of code as it would look, after changing the 100000 to -1 ?
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Post by bontainer on Oct 25, 2015 22:11:54 GMT
No, the 255 is some kind of stopper.
E.g. if you use Yeti you will also get shptypShopType="3" and shptypShopType="4" the equivalents to 1 and 2 - meaning shop and sherpa.
From the logic point of view it is something like DO - UNTIL, in this case <ShopTypeData shptypShopType="255"
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Post by mikeweeks2346 on Oct 28, 2015 0:10:36 GMT
Thanks Bontainer. So it's possible to have a different selling prices (or none); i.e., either from the shop, or a Sherpa. Interesting ....
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Post by JRavens on Oct 28, 2015 10:34:29 GMT
Yep and NOT having the lines 4 and 5 (as in missing the lines entirely) is what causes the crash when playing Yeti and trying to access the weapons chest.
So it's better to zero out those lines - or more correctly use the "-1" value because zero means literally zero rupees i.e. free whereas -1 means just don't offer it in the shop.
Some experimentation will be necessary to see if a weapon can be -1 to cost but still sell the attachments at a positive price... and so forth.
Ideas that come to mind to keep weapons in the store for accessing include:
* making the gun cost well more than the wallet can hold (as you were saying)
* giving the gun a mission unlock requirement that doesn't actually exist (although I don't know if this would work or not). i.e.
UnlockOnMissionComplete="MIS_777_MAIN" or UnlockOnMissionComplete="MIKEMOD"
Just not sure what the game might accept, ignore or crash on so you would need to try experimenting. If you find an acceptable entry then the gun will not unlock in the shop until it is found in the world by Ajay.
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Post by mikeweeks2346 on Oct 29, 2015 2:07:20 GMT
One specific point for my general idea is that no signature weapons are going to be available. That stated, it would appear the easiest approach (coding wise) would be to make all of them more expansive than the max. wallet size, period.
For some other weapons approaches it gets a bit more tricky apparently. Case in point, the crossbow. AFAIK, the only way to acquire it for free currently, without tower climbing, is via the late game mission of Prison Escape. And that requires you to go to a specific spot in order to come across it.
Given that the mod would have the "open world" option, I'm thinking that while one could not purchase any weapon, if you did climb enough towers, then specific weapons would be available, that otherwise would not.
I assume that part of the vanilla coding for specific weapons is this feature: now free in the shop/sherpa after climbing X number of towers, correct?
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Post by bontainer on Oct 29, 2015 10:59:22 GMT
I would recommend to set the price for signatures to -1, so they will not show in the shop at all, if someone else plays this mod it could be frustrating for them to see all the weapons and having no chance to buy them.
You can also totally delete a block from the shop menu, the game will not mind and you will have a better overview. You can insert the block again, later.
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Post by JRavens on Oct 29, 2015 14:34:17 GMT
I assume that part of the vanilla coding for specific weapons is this feature: now free in the shop/sherpa after climbing X number of towers, correct? Yep you have it exactly right. If it says for example Tower10 then after the tenth tower the item is unlocked in the shop for free
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Post by mikeweeks2346 on Oct 29, 2015 21:12:45 GMT
Alright, for signature weapons using "-1" for a price is indeed actually easier coding-wise, then putting in various amounts based on wallet size(s).
Now, if I might do a follow-up to see if I understand the "-1" usage; if you put a "-1" as the selling price for a regular weapon (which is also used in-game), it will not be displayed in the shop as a weapon that can be purchased (i.e., you do not see it listed), but if you pick it up, does it then by default show up in the shop - i.e., it becomes available?
If so, then if I wish to deal with the ability to add attachments, or not, its those specific parameters which have to be tweaked within the file for that specific weapon I would assume.
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Post by bontainer on Oct 30, 2015 9:39:20 GMT
Picked up weapons automatically count as bought, thats the reason why I left them out of the buying chain in my NM mod. JR tried to work on this, but the results brought new bugs, so he left it.
The -1 rule works for each item in the shop. If the buying price is set to -1 it will dissapear.
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Post by JRavens on Oct 30, 2015 11:36:21 GMT
Yep but do picked up weapons still show in the shop if their price is set to "-1"? I'm honestly not 100% sure...
That's why I *think* they might need to be assigned a cost (even if it's one the players can't afford) and then given a mission unlock or something that effectively "hides" them until unlocked.
Someone will need to try testing it. Just set the AK to "-1" cost and then start a new game and see if the AK appears in the shop after picked up. Actually you can get a webley in a few spots right at the beginning as well so maybe try that gun instead or in addition (there's one in that cage at the bottom of the first lake you jump into during the prologue and also one laying in Banapuar on the corner of some steps facing the flower fields and cliffs where the hang gliders and quads are outside of town... might also be one near the tables where Anita is teaching archery)
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Post by bontainer on Oct 30, 2015 17:06:53 GMT
I assume they do not show up. If they should nonetheless, you can delete the whole paragraph, like I did with the one-handed GL. That will definitely work!
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Post by JRavens on Oct 30, 2015 18:04:44 GMT
Yeah, but I think Mike WANTS them to show up if you find them in the open world - just not be for sale in the shop. The shop also functions as the only way to move your weapon loadouts around so if they don't show up there after you find them... well then you can't swap your weapons (or buy attachments, etc.)
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