cdx Posted September 29 Posted September 29 Could a script triggered by a dialogue empty a store's inventory? I'd like to have a go-to merchant that I sell most things to and to avoid clutter I'd like to have a dialogue option to empty the store. Quote
lynx Posted September 30 Posted September 30 In the EE games, yes: Quote RemoveStoreItem(S:Store*,S:Item*,I:Count*) But that's per item, so you'd need to create a list of all items in the game first. So ugly, but doable. Easier would be to clone let's say 50 copies of an empty store and just open that one instead via dialogue. Quote
cdx Posted October 2 Author Posted October 2 Thank you @lynx, it works well with a list of about 900 items. The list I got is incomplete and it takes a few rounds to finish running but there's no slowdown and it tidies up a store. Would anything like RemoveStoreItem() be doable in oBG2/ToBEx? I'd like to avoid copies of empty stores as I'd like to reduce the save file a bit. Or could I remove a store from a save after using it, or somehow make the game use the default version of an empty store every time, without saving it? Quote
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