Store Sell Rates

Ideas and suggestions for game mechanics and rules.
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Rusty
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Store Sell Rates

Post by Rusty »

Curmudgeon has reported that since the most recent update setting sell rates to 100% has the effect of stores selling at 200%. Has anyone else replicated this behaviour?
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Curmudgeon
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Post by Curmudgeon »

On further review, it seems that armor prices are fine when the Sell% is set to 100, but weapons come out at 200% of the base prices. One thing that threw me off is that the OAS2 Smithy in Soubar seems to have the Sell% set to 200%, i.e., Armor = 2X PHB, Weapons = 4X PHB.

There are some base prices that need adjusting: Heavy shields have a base price of 50, PHB says 20gp; Tower shields base price = 100gp, PHB = 30gp; Falchions base price = 10gp, PHB = 75gp! I will try to generate a comprehensive list.

-Curmudgeon
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Curmudgeon
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Post by Curmudgeon »

Well, I'm a n00b. :oops: On referring to "ALFA NWN1 Manual Pricing Doc, v10, 2007-06-18.doc, Tables 6a & 6b", I see that most weapons are priced at 2X the prices I see in my PHB Core Rulebook 1, v3.5, pp 116-117, and armors & shields are spot on. I still see a couple of anomalies in individual weapon prices - Light Warhammers, Falchions, & Crossbows for starters, but the big gap has narrowed considerably.

:oops:
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AcadiusLost
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Post by AcadiusLost »

Curm and I did a bit of investigation with this this evening. There are two places shops may be modified at: in the store instance with the % sell and % buy settings, and in the operand to the "ga_open_store" script which calls the store from the NPC's conversation, which takes an nMarkUp integer.

So far, the OAS2's stores seem to have nMarkUp set to 100, the "double priced" smithy also has 100% sell and 60% buy defined in the properties of the store, while the bowyer has both at 0 (undefined). Looks like they're additive to me, so might be best to try setting the 100% / 20% on the store instance, and set the nMarkUp in the convo to 0, or try 5 or 10 to see if it controls appraise settings.
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