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Is it possible to set up the artifact shop so that specific artifacts appear there?
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Is it possible to make it so that specific artifacts appear in the artifact shop?
Or even simpler: a "pen" of artifacts, you open a certain door, and you get that artifact.
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Ban all other artifacts on the map.
Added 2 minutes later
Is it necessary to be in the shop? What about posters? :rolleyes: :D
Or even simpler: an "enclosure" of artifacts, you open a door, and you get what's inside.
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SetAmbientLight (0, "/Lights/_(AmbientLight)/BrighterDay.xdb#xpointer(/AmbientLight)" , nil, 0)
There's no error, but the light doesn't change either. What's the problem?
Also, do the items available in the shop somehow depend on the OGO (Overall Game Options) or who is accessing it? In RTA (The Restoration of Erathia), there was a situation where there was a small selection of amulets and relics, so in one of the shops (and there are 16+4 on the map in the castles of Dungeon and Academy), the relic slot was empty. I had to duplicate the amulet of absorption in the list of items on the map to prevent this (in this way, the probability of the amulet of absorption appearing probably increased by 2 times). I was wondering if it's possible to use such clever methods to assign specific artifacts to certain shops?!
I don't understand something. I want to change the lighting on the map. I do it like this:
SetAmbientLight (0, "/Lights/_(AmbientLight)/BrighterDay.xdb#xpointer(/AmbientLight)" , nil, 0)
There's no error, but the light doesn't change. What's the problem?
Then, in map.xdb, find Ground(Underground)AmbientLights and add the following line:
, where Light is what you put in the Name and InternalName fields.And only then use the script.
I don't understand something. I want to change the lighting on the map. I do it like this:
SetAmbientLight (0, "/Lights/_(AmbientLight)/BrighterDay.xdb#xpointer(/AmbientLight)" , nil, 0)
There is no error, but the light doesn't change. What's the problem?
2. The lighting must have a script name (InternalName); for this lighting, it's "BrighterDay"; for others, see the corresponding files. If there is no name, create one.
3. You need to write the script name in the function.
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In the editor, I added the necessary light, and I wrote the script names correctly.
The only thing is, when I viewed it with WinRAR, the new light didn't appear, but as soon as I created a folder named "lights" in the map, it immediately filled up as it should, with all the internal files.
I rewrote the link in the script, following the instructions, but there are no errors in the panel, yet it still doesn't work.
Could it be that the problem is that I have "original" lights on the map that work by default?
Added 12 minutes later
Perhaps both lighting options are very similar, and the change was not noticeable?
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Yes, and it's also not necessary to include the lighting file that already exists in the game's resources. ;)
Thanks for the screenshots; they clarified everything.
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