Vendor Assets

GUID 32-digit hexadecimal: Refer to GUID documentation.

Type enum (Vendor)

ID uint16: Must be a unique identifier.

Buying

Properties pertaining to items that the vendor is willing to buy from players. Vendors can set conditions for the items they are buying. These conditions are prefixed with Buying_#_. For example, Buying_0_Conditions 1. For more information, refer to the documentation for Conditions and Rewards respectively.

Buying byte: Total number items being bought by the vendor.

Buying_#_ID uint16: ID of item to buy from the player.

Buying_#_Cost uint32: Amount of currency to pay the player. Defaults to experience points as the currency, unless the Currency property has been set.

Selling

Properties pertaining to items or vehicles that the vendor is willing to sell to players. Vendors can set conditions for the items/vehicles they are selling. These conditions are prefixed with Selling_#_. For example, Selling_0_Conditions 1. For more information, refer to the documentation for Conditions and Rewards respectively.

Selling byte: Total number of items/vehicles being sold by the vendor.

Selling_#_Type enum (Item, Vehicle): Type of asset being sold.

Selling_#_ID uint16: ID of item/vehicle to sell to the player.

Selling_#_Cost uint32: Amount of currency to pay the vendor. Defaults to experience points as the currency, unless the Currency property has been set.

Selling_#_Spawnpoint string: Location to spawn the purchased vehicle, using the spawnpoint name as set in the Devkit level editor. For example, Liberator_Jet.

Other Properties

Disable_Sorting flag: Disable vendor sorting.

Currency string: GUID of the currency asset to use as currency instead of experience points.

FaceOverride byte: Optional index of face image to use when this vendor is opened. Face is reset to character’s default when unspecified or when a new message is opened.

Localization

Name string: Vendor name in user interfaces.

Description Rich Text: Vendor description in user interfaces.