Dying Light

Dying Light

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Van Dec 14, 2015 @ 4:07pm
Shops don't sell crafting materials anymore
Before they sold more than weapons, they had flares, junk like gauze, alcohol. Stuff like that but now they don't sell it, just the weapons. I'm not sure what happened, anyway to fix this?
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SplatterRat Dec 14, 2015 @ 8:28pm 
I think it's only on easy they sell it
spaceweezle Dec 15, 2015 @ 1:18am 
Originally posted by WobblerFace:
I think it's only on easy they sell it

I'm playing on Hard and they do sell some crafting gear like Gauze, Electronics etc. But it's rare to find merchants that sell them.


Well I had a snoop around in the files. I think this relates to the probability of which items appear at which times. WobblerFace was correct about some items being excluded on Hard difficulty, though I am positive I have seen some crafting components on a select few traders.




sub Ammo(){
Set("Pistol_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(9);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}

Set("Rifle_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(10);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}
Set("Shotgun_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(10);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}
}

sub Healing_Items(){
Set("Medkits", "whites_only", 1)
{
MinStatusLevel(1);
Limited(2);
}
}

sub Miscellaneous(){
Set("Throwable_Decoy", "whites_only", 1, 3)
{
MinStatusLevel(1);
}
Set("Lockpicks", "whites_only", 0, 1)
{
MinStatusLevel(2);
}
}

sub Crafting_Materials(){
Set("Common_Craftparts", "shop_crafting_materials", 5, 8)
{
MinStatusLevel(1);
Limited();
ExcludeInDifficultyMode("Hard");
}
}

sub Crafting_Materials_Encounter_Shop(){
Set("Common_Craftparts", "encounter_shop_crafting_materials", 6, 6)
{
MinStatusLevel(1);
Limited();
}

-------

Removing "ExcludeInDifficultyMode("Hard") from the corresponding areas might make certain items available, but I think there's more to this that I haven't figured out just quite yet.

Edit: Well in this field, it refers to a configuration known as "use SalesPromotion();" - I assume that all items sold by this vendor use the predefined parameters within it. From what I gather, there are three possible sales status progressions:

Set("SalesPromotion_Start", "promotion_start", 1, 1)
Set("SalesPromotion_Bolter", "promotion_bolter", 1, 1)
sub SalesPromotionNight(){

But these parameters only seem to govern the time-frame, the pricing and the probability- I fail to make a correlation to how they affect items, as all the assortment sets don't appear to be categorized within them. It's rather confusing.



Assortment("Shop_Slums_Brecken") //SLUMS, at Brecken's 19th floor
{
Buy()
{
use Weapons();
use Weapons2H();
use Firearms();
use Ammo();
use Throwable_Weapons();
//use Healing_Items();
//use Miscellaneous();
use Crafting_Materials();
use Universal_Blueprints();
use ElementalBoost_Blueprints();
}
Sell()
{
use SalesPromotion();
Last edited by spaceweezle; Dec 15, 2015 @ 2:20am
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Date Posted: Dec 14, 2015 @ 4:07pm
Posts: 2