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Shopkeepers


Karamea

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I can't for the life of me figure it out, but it has to be something dead simple I'm missing...

If you have a shopkeeper how do you link the shop screen to the buy button in dialogue? I have for example a food salesman and if you say "food" to her she'll sell you food, but if you click buy she'll just go "huh?"

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Is this Karamea person some oldbie I should know about, or just some random person who showed up, posted a couple questions, and left? I'm guessing by your enthusiastic greeting that it's the former, but I don't believe I've heard of this Karamea. No offense, Karamea. My memory is fuzzy.

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I feel touched that I am remembered.

btw. Little billy sue, it's he.

Thanks for the replies... It's been years since I've tampered with the scenario editor... I used to spend ages making scenarios but never completed one. So I thought I'd give it a go the other day and try something more modest and completable, but found I'd forgotten alot of what I'd learnt.

Anyway, another problem.

Making an NPC appear in a town after a certain thing has happened. There seems to be two possibilities to do this that I can see.

Under you edit monster under advanced there is "appears when event has occured" This does not seem to work whatsoever. Is this a bug? I noticed that 0 is no event, and when you run a special node that triggers an event it comes up with an error when 0 is entered even though in the special node editor it says that 0-9 should be used.

The other idea was for using the stuff done flag kill off option in reverse (starting the scenario with that stuff done on 1, and then switching it to 0 when it was time for the character to appear). This also didn't seem to work (I could use it make monsters dissappear but not reappear.

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Quote:
Originally written by Karamea:
Little billy sue, it's he.
Oops. shocked . Another classic case of "name ending in A" syndrome. Anyway, to get back in your good graces:

Alcritas did this in Falling Stars. Events in general are rather dodgy, and life/death flags I'm pretty sure only work if you visit four other towns in between. You've got two options that I can think of.

1) Set an SDF that calls a special upon entry into the town. The special calls a special encounter that is the NPC. Or, the SDF causes the special not to be called, making the NPC disappear.

2) Variable Town Entry. This can let you completely redo the town, but it takes up a town slot and the town reverts to blackness the first time you enter it. For an explanation of VTE see here or here .

You could try "Disappear on day" but I'm not sure that works either.

(Anyone know how Alcritas did the diappearing NPC's in FS? I thought it was life flags but apparently that doesn't work.)

Anyway, best of luck with your scenario!
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Don't use events; they don't work reliably and don't do anything you can't do via SDFs.

 

IMHO, making appearing NPCs appear via special encounters is the best option wherever possible, as it's the least work for you and the least obtrusive to the player.

 

When you want to make an NPC die and stay dead, life flags work, but you have to call a Destroy Monster node to destroy the monster type of what you're trying to make dead, since a living creature whose life flag is set to "dead" won't disappear until the town is reset. If the life flag can be set outside of town, have a special called on town entry that checks the flag and calls the Destroy Monster node if it's set. (Obviously, this only works if the monster you're trying to kill is the only monster of its type in town.)

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How would you make an NPC appear via specials? I can see you can "place monster" but that doesn't associate dialogue with it.

I do the copy town thing, it might tie in well with a few other things. How do you as players appreciate the variable town entry? It's not exactly a transparent thing.

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Quote:
Originally written by Karamea:
How would you make an NPC appear via specials? I can see you can "place monster" but that doesn't associate dialogue with it.
What you want is Place Town Encounter -- create a monster, then use the Edit Creature feature to associate it with an encounter group so that it's hidden until the corresponding encounter is called. Place Town Encounter is under One-Time Specials, but if you don't give it an SDF, you can call the same town encounter every time the party enters town.
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