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** Define a shop/cashshop/itemshop/pointshop NPC.

-%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%shop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}

-%TAB%cashshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%cashshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>{,<itemid>:<price>...}

-%TAB%itemshop%TAB%<NPC Name>%TAB%<sprite id>,<costitemid>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%itemshop%TAB%<NPC Name>%TAB%<sprite id>,<costitemid>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}

-%TAB%pointshop%TAB%<NPC Name>%TAB%<sprite id>,<costvariable>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}
<map name>,<x>,<y>,<facing>%TAB%pointshop%TAB%<NPC Name>%TAB%<sprite id>,<costvariable>{:<discount>},<itemid>:<price>{,<itemid>:<price>...}

<map name>,<x>,<y>,<facing>%TAB%marketshop%TAB%<NPC Name>%TAB%<sprite id>,<itemid>:<price>:<quantity>{,<itemid>:<price>:<quantity>...}

This will define a shop NPC, which, when triggered (which can only be done by 
clicking) will cause a shop window to come up. No code whatsoever runs in shop 
NPCs and you can't change the prices otherwise than by editing the script 
itself. (No variables even exist at this point of scripting, so don't even 
bother trying to use them.)

The item id is the number of item in the 'item_db.txt' database. If Price is set 
to -1, the 'buy price' given in the item database will be used. Otherwise, the 
price you gave will be used for this item, which is how you create differing 
prices for items in different shops.

Since trunk r12264 you can alternatively use "cashshop" in place of "shop"
to use the Cash Shop interface, allowing you to buy items with special points
(Currently stored as account variables in global_reg #CASHPOINTS and #KAFRAPOINTS.)
This type of shop will not allow you to sell items at it, you may only
purchase items here. The layout used to define sale items still count, and
"<price>" refers to how many points will be spent purchasing the them.

Since trunk rX you can alternatively use "itemshop" or "pointshop" in place
of "shop" to use the Shop interface, allowing you to buy items with a specific
item or special points from a variable. 'pointshop' only supported variable types
are permanent character variables, temporary character variables, permanent
local account variables, or permanent global account variables. These variables
must be of integer type, not string. 'discount' flag is an option, makes the price
at that shop is affected by discount skill.
// Sells Potions using #CUSTOMPOINTS as currency
-	pointshop	pointtest	123,#CUSTOMPOINTS,501:1,502:1,505:3

 

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