Table des matières

The shops

The in-game shops are used as a means to be able to sell/buy different items from an NPC, be it an equipe'able item or a teleport pact. Families or certain services(apartment, guild hall, food of the frames) are also a part of this.

To create a shop, you need to create a non-player character(it will be a “.creature” but may be something inanimate, a simple distributor), so an npc_bot in the primitive ←- Needs creation!! …and to manage it: Npc_manager>npc_folder>npc_zone>npc_group>npc_bot (optional, just to sort/group).

It would be interesting to test the parenting of certain parameters at the “bot_chat_parameters” level of the npc_group.

The aliases presented are based on the world of Atys, used by Winch Gate and the game Ryzom. They must therefore be adapted to your own project. product codes are hard coded, however. One is therefore obliged to follow it.

It would seem that specifying a nationality to the merchant involves:

  • A price impact on its reputation with that nation;
  • A minimal fame(0 apparently) necessary to be able to make purchases there.
  • The original categories ←- Needs creation!! ..may be modifiable or perhaps it is possible to add them, but that remains to be determined. (Search cpp to see links/calls)

All this needs to be tested/verified!!

The NPC

In the 'chat_parameters' box:

Shop:

Then either detailed information or product codes, or one or more aliases defined in

/server/data_shard/shop_category.cfg 

Detailed information

We can simply indicate the type of shop by three choices: STATIC_SHOP, DYNAMIC_SHOP or STATIC_DYNAMIC_SHOP (see below), then the list of “objects”(that are to be sold) follows:

 item: itarmor.sitem 50 100
Item: itarmor.sitem 100 500
Item: itarmor.sitem 150 1000
Item: itarmor.sitem 200 5000
Item: itarmor.sitem 250 10000

Therefore to list an 'item:', you call the information from datasheets(of the .sitem) for sale.. then their level.. and you finish of with their price.

Product codes

There is a number of codes that allow you to “directly call” a list of consistent products. They should be(apparently) indicated in a specific order so that all parameters can be taken into account.

Special products

Level

The level part is indicated as: “Limited to 20 different levels”

Quality

The quality comes in 5 grades:

Category

The category of objects(check if case sensitive)

Raw materials

Raw materials, grouped by use:

Teleporting Pacts

Teleport Pacts:

Ecosystem

The ecosystem of the proposed products:

Nation of origin

The origin of objects sold:

Tools

Types of tools:

Type of shop

Type of shop:

Aliases

This value is already created, but it is possible to generate new ones based on the above elements. They can be applied as shown in the examples below.

Mounts

MOUNT: does not seem to have been filled although it is listed.

Groups of objects

These aliases make it possible to call a set of objects as defined in the categories of items above

Armor sets

Sets of arms

Tool Sets

Cosmetic Sets

Jewelery

Quality

Levels

Silan

Villages

Cities

Tribus

Regions of provenance

Armor

Weapons

Tools

Trade components

Jewelery

Cosmetics

Raw materials by object type

Raw materials by craft group

Completeness of raw materials

Ecosystems

Forest

Jungle

Desert

Lakes

Goo

Root Rewards

Stable objects

Teleport Pacts

Trainers