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SHOPS - SHOPS - SHOPS> Oh, and more EVIL shops!


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Read the above^ I HATE SHOPS! , but I also need them, so I've got to ask you lot if you can help me. As most of you know, any scenario worth playing has at least ONE decent shop. So my problem is... How the HELL do you make shops????? Please give me some help here. And don't say try reading the manual, because I'll understand ANCIENT GREEK before I understand what it says! . So basically I'm asking for an online (posting) tutorial on shopping (making shops in BoA), or if somebody could just create a script for a trainer who teaches you Riposte and Anotomy for immens prices I'd also be happy (I mean that the characters in the game have to pay lots for the things, not me pay for the script!). But I'd still want that tutorial!

 

THANKS (If you help!)

 

- Archmagi Micael

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Sigh....

 

Shops are in the scenario script. It will be a text file named the exact same as the scenario except that it will be .txt Inside you will find add_item_to_shop() with a bunch of numbers in the shop. After reading 1 part of the editor docs you will learn that some of those numbers are for the number of the shop, some of them are for the items, and some are for how many items there are. If you can't figure it out from there, you're on your own...

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Oh, whatever, I'll just do it. In your scenario's scenario script, in the state START_SCEN_STATE, right next to the other add_item_to_shop calls, you can toss in these:

 

Code:
 add_item_to_shop(6,5029,5); // adds five levels of Riposteadd_item_to_shop(6,5022,5); // adds five levels of Anatomy 
This means that when shopping at shop 6, the party can buy five levels of Riposte and five levels of Anatomy. You still have to put shop 6 somewhere, most likely in a dialogue script using the call begin_shop_mode, as one can find in VoDT's t1Sweetgrovedlg.txt in, for instance, node 5.

 

Note that the first parameter of add_item_to_shop is which shop it's being added to (and since shops 0-5 are defined by default in a new scenario script, I figured you hadn't touched that at all yet, so shop 6 is safe).

 

The second parameter is which item is being sold, and anything in the 5000's is a skill. The amount above 5000 is the skill number, so since Riposte is skill number 29 (as you can find in the Appendices), Riposte can be added by indicating item number 5029.

 

The third parameter is how much of it is being sold, in this case meaning how many levels. That is, you can buy five skill levels of Riposte in the above two calls. If you changed that third parameter to 7, you could buy seven levels of it. If you changed it to 4, you could buy four levels of it.

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In case you don't know, the manual has numerous bookmarks with pretty good titles when read in Abode Acrobat.

 

Instructions for making shops, though, is clumped in with "Making Dialogue" under a section called "Making Shops."

 

void add_item_to_shop(short which_shop,short which_item,short how_many)

 

is the call that stocks up shops, like Kel said. You can only add items to the shop at the moment.

 

In order to start shop mode, you need to use

 

void begin_shop_mode(char shop_name,char shop_desc,short which_shop,short price_adjust,short

sell_adjustment)

 

shop_name is the name of the shop.

shop_desc is a short description of the shop.

which_shop is the shop number that coincides with the shop numbers that you used in add_item_to_shop().

price_adjust can be from 0 to 6; the higher the more expensive the shop.

sell_adjust can be from -1 to 6; if -1, the shop doesn't buy items from you; the higher the number, the lower the selling price.

 

Unless you have shops that change stock dynamically, you should stock the shops in the START_SCEN_STATE of your scenario script. But you can use it anywhere.

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Just so you know, "short" and "void" are not used in the actual script, they are ways of determining what type of data you are working with.

"short" is a short amount of characters (normally integers with AvernumScript)

"void" is simply a function that does not expect to return a value.

EXAMPLE:

"how much money do you have?"

would be something that expects a value to be returned

(thats obviously not real code)

 

and

 

"you have 5 dollars."

would be a statement that doesn't expect you to say anything, therefore it does not want a returned value, and is considered a "void" statement.

 

P.S. I'm not sure, but I believe that Erika's Cookbook has info on creating shops easily. It can be found in the link section of www.spidweb.com

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While it seems like the "Personality" characteristic does very little (affects the action = INTRO call, but that's about it), it's not a bad idea to set it in any case. So the answer is, you probably don't need it, but it certainly doesn't hurt to have it.

 

That is, if I understand what you're asking, which I'm not sure that I do.

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