|
||
|
|||||||
| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
![]() |
|
|
Thread Tools | Display Modes |
|
|
#1 (permalink) |
|
Join Date: Sep 2002
Posts: 162
|
Ive just been scripting quite a few vendors today, and basing them on OSI's stock lists and prices.
Therefore all vendors stock 20 of each item. But on OSI, if you buy out an item from a vendor, at next restock he increases it by 10, i think it is from memory. So after a while the vendor goes from spawning just 20 of each item, upto 999 of each item, but if over time players dont keep re-purchasing, the vendors stock starts to go down upon each restock. Where as i think on RunUO the vendors at this point, just restock to their max limit again. Is there any news on whether this is being introduced into RunUO? God i hope i made sense, hehe ![]() |
|
|
|
|
|
#3 (permalink) |
|
Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,868
|
The vendor system allows this, and it would actually be pretty easy to do :-P
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
|
|
|
|
|
#4 (permalink) |
|
Forum Novice
Join Date: Sep 2002
Posts: 126
|
What do ya'll think about having the vendors stock only player-made items? Of course, the ones that are impossible to make (apples, etc.) would be respawned.
It seems to me this would be an effective way to give purpose to some of the skills as well as reduce the amount of player run venders. |
|
|
|
![]() |
| Bookmarks |
| Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
| Thread Tools | |
| Display Modes | |
|
|