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:
All this needs to be tested/verified!!
In the 'chat_parameters' box:
Then either detailed information or product codes, or one or more aliases defined in
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.
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.
The level part is indicated as: “Limited to 20 different levels”
The quality comes in 5 grades:
The category of objects(check if case sensitive)
Raw materials, grouped by use:
The ecosystem of the proposed products:
The origin of objects sold:
Types of tools:
Type of shop:
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.
MOUNT: does not seem to have been filled although it is listed.
These aliases make it possible to call a set of objects as defined in the categories of items above