![RustyMods-TraderQuest icon](https://gcdn.thunderstore.io/live/repository/icons/RustyMods-TraderQuest-1.0.0.png.128x128_q95.png)
TraderQuest
Adds new UI panel to traders with Bounty, Treasure Hunt, Alt Shop, Gamble Slot Machine. Additionally, you can override vanilla trader shop items.
Last updated | 2 hours ago |
Total downloads | 12 |
Total rating | 1 |
Categories | Server-side Client-side |
Dependency string | RustyMods-TraderQuest-1.0.0 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
![denikson-BepInExPack_Valheim-5.4.2105 icon](https://gcdn.thunderstore.io/live/repository/icons/denikson-BepInExPack_Valheim-5.4.2105.png.64x64_q95.png)
denikson-BepInExPack_Valheim
BepInEx pack for Valheim. Preconfigured and includes unstripped Unity DLLs.
Preferred version: 5.4.2105README
TraderQuest
Adds new UI panel to traders with Bounty, Treasure Hunt, Alt Shop, Gamble Slot Machine. Additionally, you can override vanilla trader shop items.
Configurations
- You can Enable/Disable tabs to your liking.
- You can define which Trader has access to this panel (Haldor, Hildir, Custom, All)
- Default Custom Trader uses Gravebear's TravelingTrader
Bounty Configuration Guide
This guide will help you create and customize bounties for your game. Bounties define a set of creatures to be hunted, the rewards for completing the task, and additional parameters that control their availability.
File Format
Bounties are defined in .yml
files, following a structured format. Below is a breakdown of each component in the configuration.
Example Bounty
UniqueID: NeckBounty.0001
Name: Nekken Bounty
Weight: 1
CurrencyItem: Coins
IconPrefab: TrophyNeck
Price: 10
Biome: Meadows
RequiredKey: defeated_eikthyr
Cooldown: 1000
Creatures:
- UniqueID: NeckBoss
PrefabName: Neck
OverrideName: Nekken
Level: 3
IsBoss: true
- UniqueID: NeckMinion.0001
PrefabName: Neck
OverrideName: Nekken Minion
Level: 1
IsBoss: false
- UniqueID: NeckMinion.0002
PrefabName: Neck
OverrideName: Nekken Minion
Level: 1
IsBoss: false
Rewards:
- PrefabName: Coins
Amount: 50
Quality: 0
- PrefabName: TraderCoin_RS
Amount: 1
Quality: 0
EpicMMOExp: 0
AlmanacExp: 0
Configuration Fields
General Settings
- UniqueID (string) – A unique identifier for the bounty.
- Name (string) – Display name of the bounty.
- Weight (float) – Determines the likelihood of the bounty appearing in the panel.
- CurrencyItem (string) – The item required for bounty transactions.
- IconPrefab (string) – The icon used for displaying the bounty.
- Price (int) – Cost of accepting the bounty.
- Biome (string) – Specifies the biome where the bounty takes place.
- RequiredKey (string) – A prerequisite key required to access the bounty.
- Cooldown (float) – Time required before the bounty can be taken again.
Creatures
Each bounty contains a list of creatures that must be hunted.
- UniqueID (string) – Unique identifier for the creature.
- PrefabName (string) – The game object representing the creature.
- OverrideName (string) – Display name for the creature.
- Level (int) – Creature's difficulty level.
- IsBoss (bool) – Determines if the creature is a boss.
Rewards
Rewards define what the player earns upon completing the bounty.
- PrefabName (string) – The in-game item given as a reward.
- Amount (int) – Quantity of the item rewarded.
- Quality (int) – Quality level of the reward.
Experience
- EpicMMOExp (int) – Experience points for the EpicMMO system.
- AlmanacExp (int) – Experience points for the Almanac system.
Creating a New Bounty
- Copy the example bounty and modify the fields according to your desired challenge.
- Assign a unique
UniqueID
. - Define the creatures the player must hunt in the
Creatures
list. - Specify the rewards under
Rewards
. - Adjust
Cooldown
,Price
, and other parameters as needed. - Save the file with a
.yml
extension and add it to your game's bounty directory.
Tips
- Make sure each
UniqueID
is distinct to prevent conflicts. - Use a balanced
Price
andRewards
ratio to ensure fair gameplay. - Test your bounty in-game to confirm that all settings work as intended.
Treasure Hunt Configuration Guide
This guide will help you create and customize treasure hunts for your game. Treasure hunts define hidden treasures, the rewards for discovering them, and additional parameters that control their availability.
File Format
Treasure hunts are defined in .yml
files, following a structured format. Below is a breakdown of each component in the configuration.
Example Treasure Hunt
UniqueID: MeadowTreasure.0001
Name: The Forager’s Trove
Weight: 1
RequiredKey: ''
Biome: Meadows
IconPrefab: TraderMap_RS
CurrencyPrefab: Coins
Price: 10
Cooldown: 0
Rewards:
- PrefabName: Wood
Amount: 10
Quality: 0
- PrefabName: TraderCoin_RS
Amount: 1
Quality: 0
- PrefabName: Club
Amount: 1
Quality: 3
Configuration Fields
General Settings
- UniqueID (string) – A unique identifier for the treasure hunt.
- Name (string) – Display name of the treasure hunt.
- Weight (float) – Determines the likelihood of the treasure appearing.
- RequiredKey (string) – A prerequisite key required to access the treasure.
- Biome (string) – Specifies the biome where the treasure is located.
- IconPrefab (string) – The icon used for displaying the treasure hunt.
- CurrencyPrefab (string) – The in-game currency required for acquiring the treasure.
- Price (int) – Cost of initiating the treasure hunt.
- Cooldown (long) – Time required before the treasure can be discovered again.
Rewards
Rewards define what the player earns upon discovering the treasure.
- PrefabName (string) – The in-game item given as a reward.
- Amount (int) – Quantity of the item rewarded.
- Quality (int) – Quality level of the reward.
Creating a New Treasure Hunt
- Copy the example treasure hunt and modify the fields according to your desired challenge.
- Assign a unique
UniqueID
. - Define the treasure location in the
Biome
field. - Specify the rewards under
Rewards
. - Adjust
Cooldown
,Price
, and other parameters as needed. - Save the file with a
.yml
extension and add it to your game's treasure directory.
Tips
- Make sure each
UniqueID
is distinct to prevent conflicts. - Use a balanced
Price
andRewards
ratio to ensure fair gameplay. - Test your treasure hunt in-game to confirm that all settings work as intended.
Shop Configuration Guide
This guide will help you create and customize shop items for your game. The shop configuration defines items available for purchase, their cost, quality, and availability.
File Format
Shop items are defined in .yml
files, following a structured format. Below is a breakdown of each component in the configuration.
Example Shop Item
PrefabName: SwordBronze
Stack: 1
Quality: 2
CurrencyPrefab: TraderCoin_RS
Price: 10
OnSalePrice: 0
RequiredKey: defeated_eikthyr
Weight: 1
CanBeOnSale: true
Configuration Fields
General Settings
- PrefabName (string) – The unique name of the item being sold.
- Stack (int) – The number of items sold per purchase.
- Quality (int) – The quality level of the item.
- CurrencyPrefab (string) – The currency required for purchasing the item.
- Price (int) – The base cost of the item.
- OnSalePrice (int) – The discounted price when the item is on sale.
- RequiredKey (string) – A prerequisite key required to unlock the item.
- Weight (float) – Determines the likelihood of the item appearing in the shop.
- CanBeOnSale (bool) – Specifies whether the item can go on sale.
Creating a New Shop Item
- Copy the example shop item and modify the fields according to your desired setup.
- Assign a unique
PrefabName
. - Define the item’s
Quality
,Price
, andCurrencyPrefab
. - Adjust
OnSalePrice
,RequiredKey
, andCanBeOnSale
as needed. - Save the file with a
.yml
extension and add it to your game's shop directory.
Tips
- Ensure each
PrefabName
is unique to prevent conflicts. - Use
CanBeOnSale: true
only for items that should have discounts. - Test your shop configuration in-game to confirm all settings function correctly.
Trader Configuration Guide
This guide will help you configure in-game vanilla trader shop items for your game. Trader shop items define what can be purchased from in-game traders, their pricing, and any required progression keys.
File Format
Trader items are defined in .yml
files, with the filename matching the prefab ID of the trader. Below is a breakdown of each component in the configuration.
Example Trader Item Configuration (Haldor.yml)
PrefabName: YmirFlesh
Stack: 1
Price: 120
RequiredKey: ""
Configuration Fields
General Settings
- PrefabName (string) – The unique name of the item being sold.
- Stack (int) – The number of items sold per purchase.
- Price (int) – The base cost of the item in trader currency.
- RequiredKey (string) – A prerequisite key required to unlock the item.
Creating a New Trader Item
- Copy the example trader item and modify the fields according to your desired setup.
- Assign a unique
PrefabName
matching the in-game item. - Define the item’s
Stack
andPrice
. - Adjust
RequiredKey
if the item should be locked behind progression. - Save the file with the trader's prefab ID as the filename (e.g.,
Haldor.yml
). - Place the file in the correct directory to be read by the game.
Tips
- Ensure each
PrefabName
matches an existing in-game item. - Use an empty
RequiredKey
(""
) for items available at any time. - Test your trader configuration in-game to confirm that all settings function correctly.
Gambling Slot Machine Configuration Guide
This guide will help you configure gambling slot machines in your game. The gambling system allows players to spend currency for a chance to receive a randomized item.
File Format
Gambling items are defined in .yml
files, following a structured format. Below is a breakdown of each component in the configuration.
Example Gamble Configuration
PrefabName: TraderCoin_RS
Amount: 1
Quality: 2
RequiredKey: ""
CurrencyPrefab: TraderCoin_RS
Price: 5
SuccessChance: 75.0
Configuration Fields
General Settings
- PrefabName (string) – The unique name of the item that can be won.
- Amount (int) – The number of items given upon success.
- Quality (int) – The quality level of the item.
- RequiredKey (string) – A prerequisite key required to unlock the gamble option.
- CurrencyPrefab (string) – The currency required for gambling.
- Price (int) – The cost of one gamble attempt.
- SuccessChance (float) – The percentage chance of winning the item.
Creating a New Gamble Item
- Copy the example gamble item and modify the fields according to your desired setup.
- Assign a unique
PrefabName
matching the in-game item. - Define the item’s
Amount
,Quality
, andPrice
. - Adjust
SuccessChance
to control the odds of winning the item. - Save the file with a
.yml
extension and place it in the appropriate directory.
Tips
- Lower
SuccessChance
values create rarer rewards. - Ensure
PrefabName
matches an existing in-game item. - Use a balanced
Price
to maintain fairness in the gambling system. - Test your gambling configuration in-game to confirm that all settings function correctly.
Version |
Update Notes |
---|---|
1.0.0 | - Initial Release |
Contact information
For Questions or Comments, find Rusty in the Odin Plus Team Discord
Or come find me at the Modding Corner
If you enjoy this mod and want to support me: PayPal
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