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en:ds:rcprimitiveshop [2016/12/20 09:41] – [Nation of origin] Domperssen:ds:rcprimitiveshop [2021/12/03 18:19] (current) – external edit 127.0.0.1
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 ====== The shops ====== ====== The shops ======
-The in-game shops are used to sell/buy from an NPC all inventory items, be it an equable item or a teleport pact. Families or certain services(apartment, guild hall, food of the frames) are also part of it.+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 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 [[:tag:computers:ryzom_core:datasheet:Primitives:start|primitive]], so that it manages it: +To create a shop, you need to create a non-player character(it will be a ".creaturebut may be something inanimate, a simple distributor), so an npc_bot in the [[:tag:computers:ryzom_core:datasheet:Primitives:start|primitive]] <-- Needs creation!! ...and to manage it: 
-''Npc_manager>npc_folder(optional, just to sort/group)>npc_zone>npc_group>npc_bot''+''Npc_manager>npc_folder>npc_zone>npc_group>npc_bot''  (optional, just to sort/group).
  
 <WRAP center round info 60%> <WRAP center round info 60%>
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 </WRAP> </WRAP>
  
-The aliases presented are based on the world of Atys, used by Winch Gate and the game Ryzom. They must therefore be adapted to their own project. [[#codes_products|product codes]] are hard coded, however. One is therefore obliged to resort to it.+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. [[#codes_products|product codes]] are hard coded, however. One is therefore obliged to follow it.
  
 <WRAP center round important 60%> <WRAP center round important 60%>
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    * A price impact on its reputation with that nation;    * A price impact on its reputation with that nation;
    * A minimal fame(0 apparently) necessary to be able to make purchases there.    * A minimal fame(0 apparently) necessary to be able to make purchases there.
-   * The [[categories|original categories]] may be modifiable or perhaps it is possible to add them, but that remains to be determined. (Search cpp to see links/calls)+   * The [[categories|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+All this needs to be tested/verified!!
 </WRAP> </WRAP>
  
 ===== The NPC ===== ===== The NPC =====
 In the 'chat_parameters' box: In the 'chat_parameters' box:
-<Code>+<code>
 Shop: Shop:
-</ Code>+</code>
 Then either detailed information or product codes, or one or more aliases defined in <code>/server/data_shard/shop_category.cfg </code> Then either detailed information or product codes, or one or more aliases defined in <code>/server/data_shard/shop_category.cfg </code>
  
 ===== Detailed information ===== ===== Detailed information =====
-We can just indicate the type of shop: STATIC_SHOP, DYNAMIC_SHOP or STATIC_DYNAMIC_SHOP ([[#type_de_la_boutique | see below]]) then the list of objects for sale presenting as follows: +We can simply indicate the type of shop by three choices: STATIC_SHOP, DYNAMIC_SHOP or STATIC_DYNAMIC_SHOP ([[#type_de_la_boutique|see below]])then the list of "objects"(that are to be sold) follows: 
-<Code> item: itarmor.sitem 50 100+<code> item: itarmor.sitem 50 100
 Item: itarmor.sitem 100 500 Item: itarmor.sitem 100 500
 Item: itarmor.sitem 150 1000 Item: itarmor.sitem 150 1000
 Item: itarmor.sitem 200 5000 Item: itarmor.sitem 200 5000
 Item: itarmor.sitem 250 10000 Item: itarmor.sitem 250 10000
-</ Code+</code
-It is therefore to list after an 'item:' call, the datasheets of the .sitem for sale then their level to finish with their price.+Therefore to list an 'item:', you call the information from datasheets(of the .sitemfor sale.. then their level.. and you finish of with their price.
  
 ===== Product codes ===== ===== Product codes =====
-There are a number of codes that allow you to directly call a list of consistent products. They should apparently be indicated in a specific order so that all parameters can be taken into account.+There is a number of codes that allow you to "directly calla list of consistent products. They should be(apparently) indicated in a specific order so that all parameters can be taken into account.
 ==== Special products ==== ==== Special products ====
   * **no_bot_chat** : <wrap important> To be determined</wrap>   * **no_bot_chat** : <wrap important> To be determined</wrap>
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   * Refugee   * Refugee
 ==== Tools ==== ==== Tools ====
-Types of tools+Types of tools:
    * CRAFTING_TOOL    * CRAFTING_TOOL
    * HARVEST_TOOL    * HARVEST_TOOL
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    * TRAINING_TOOL    * TRAINING_TOOL
 ==== Type of shop ==== ==== Type of shop ====
-Type of shop+Type of shop:
    * STATIC_SHOP, Sell NPC items only    * STATIC_SHOP, Sell NPC items only
    * DYNAMIC_SHOP, Resends player objects only    * DYNAMIC_SHOP, Resends player objects only
    * STATIC_DYNAMIC_SHOP, Sell both types of objects    * STATIC_DYNAMIC_SHOP, Sell both types of objects
 ===== Aliases ===== ===== Aliases =====
-A number has been created but it is possible to generate new ones based on the above elements. They can be fitted as shown in the examples below.+This value is already createdbut it is possible to generate new ones based on the above elements. They can be applied as shown in the examples below.
 ==== Mounts ==== ==== Mounts ====
 MOUNT: does not seem to have been filled although it is listed. MOUNT: does not seem to have been filled although it is listed.
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   * **COMMON_TOOL**: Common : TOOL: STATIC_DYNAMIC_SHOP   * **COMMON_TOOL**: Common : TOOL: STATIC_DYNAMIC_SHOP
   * **NEWBIELAND_TOOL**: Common : TOOLS_NOOB: STATIC_DYNAMIC_SHOP   * **NEWBIELAND_TOOL**: Common : TOOLS_NOOB: STATIC_DYNAMIC_SHOP
-=== Components of trade ===+=== Trade components ===
   * **COMMON_JOB**: Common : JOB_ELEMENT: STATIC_DYNAMIC_SHOP   * **COMMON_JOB**: Common : JOB_ELEMENT: STATIC_DYNAMIC_SHOP
 === Jewelery === === Jewelery ===
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