Table des matières

Shops

In-game shops are used to sell to/buy from a NPC all inventory objects, be them an equipable object or a teleportation pact. Pets and some services (apartment, guild hall, mount feed) are also included in this.

To create a shop, you first have to create a Non Player Character (it will indeed be a .creature but it may be something inanimate, such as a simple distributor), hence a npc_bot in the primitive for it to be handled: npc_manager > npc_folder (optional, only for sorting/grouping) > npc_zone > npc_group > npc_bot

It might be interesting to test the cascading of some parameters at the level of the bot_chat_parameters of the npc_group.

The alias displayed here are based on the Atys world, used by Winch Gate and the game Ryzom. Hence they have to be adapted to your own project. The product codes however are hardcoded. It’s mandatory to use them.

It seems that specifying the nationality of a merchant results in:

  • an impact on the prices according to ones fame to this nation;
  • a minimal fame (0 seemingly) required for purchases.
  • The original categories may be modifiable or it may be possible to add some, but it’s still to be determined. (search the cpp to see the links/calls)

All this needs to be tested/checked.

The NPC

Fill the 'chat_parameters' area with:

shop:

then, either with detailed commands, or with product codes, or with one or several aliases defined in

/server/data_shard/shop_category.cfg

Detailed commands

You can just mention the type of the shop: STATIC_SHOP, DYNAMIC_SHOP or STATIC_DYNAMIC_SHOP (see below) and the list of objects sold by presenting as below:

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

It means listing after a 'item :' call, the datasheets of the .item sold, and their levels, and finally their prices.

Product codes

There are a number of codes which allow calling directly a list of coherent products. It seems you have to mention them in a specific order for all the parameters to be taken into account.

Special products

Level

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

Quality

Quality comes under 5 grades:

Categories

The object category (check if it is case sensitive)

Raw materials

Raw materials, sorted according to their use:

Teleportation pacts

The teleportation pacts

Ecosystem

The ecosystem of the proposed product

Origin nation

The origin of the sold objects

Tools

Types of tools

Shop type

Shop type

Aliases

A number of them have already been created but it is possible to generate new ones by deriving from above elements. They can also be fitted into each other as shown in below examples.

Mounts

MOUNT: doesn’t to have been filled despite being listed.

Objects groups

These aliases allow to call a group of objects such as the one defined in the item categories defined above

Armors sets

Weapons sets

Tools sets

Cosmetic sets

Jewellery

Quality

Levels

Silan

Villages

Cities

Tribes

Source regions

Armors

Weapons

Tools

Job elements

Jewelling

Cosmetic

Raw materials sorted by object type

Raw materials sorted by crafting group

All raw materials

Ecosystems

Forest

Jungle

Desert

Lakes

Goo

Prime Roots

Stable objects

Teleportation pacts

Trainers