Ambrosia Garden Archive

    • Hi.
      I'm playing around with the Coldstone demo and i was wondering if there is a way to build some new game windows. I would like to build a trade "shop", not like the shop but an NPC wich could give you some of his items or you could give him some of yours. He would keep the item you gave him until you come back and take it back. is it possible to make a image and to put in the zones of the game windows?
      i hope this makes sense.
      thanks

    • Unfortunately, No. There is no way to use the already given shop provided to do it. But there are ways...

      You might if you really wanted to make the illussion of a trade shop. Actually, you could. so the answer is yes with some tinkering and playing around.
      It would be some kind of location that for the local init event it would run through conditionals to paste in the graphics and text. Thats how I would do it. If you want to have a tutorial though, I wouldn't be the person. Also, you would be limited in the number of Items you could store. But still, it is possible.

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      Whose cruel idea was it to put an 'S' in lisp?

    • it makes sense, the game zones and items are restricted to their respective interface/layout. The only other time their values can be read/viewed outside of this is in a dialogie && etc.

      this is not advisable for large scale trade between the player and the NPC, as it becomes awkward and annoying. For instance in most cases when you trade something with an individual its an even trade, and occasionally they might want an additional item.

      when an item is acquired it could add a value to its own global. Let's say you acquired 'lodo's shield' well the global gb_lodoShield now equals=1, same thing goes for the warrior's ring except you have 5 of those.
      You approach an NPC, and a dialog pops up
      "talk
      trade
      cancel"

      talk calls another event/dialog action with the usual banter in it.
      cancel just ends the event.
      trade calls another event.

      the trade event leads off with a dialog
      "what do you want?

      dragon scale
      herb
      armor of lodo"

      you select the armor,
      it calls another dialog action which asks
      "what will you trade me for it?

      shield of lodo - &&shieldLodo;(1)
      warrior's ring - &&warriorsRing;(5)
      cancel"

      you could according to the value of shieldLodo complete this transaction only 1, because the shield is unique item, only one instance. But you have 5 warriror's rings, ha ha you can now get 5 issues of lodoArmor (which should also be unique), LOOPHOLE!!! once this leaks to the net-- not really when you select an item for trade if the item is to be singular the related item awarding event can have a conditional:
      if armorLodo=1 then call dialog
      "Oh, that! I just say i still have it for posterity"
      (optionally you might want to give each trader a conditional/global,that way when they begin their trade sequence they don't list items that they've traded already...or to just give them a limited supply of an item, after all they aren't a store and may/not restock items.)
      else do nothing
      and at this point you have 2 item wizard actions:
      the 1st removes the item to be traded from the player's posession
      the 2nd awards them with the new item.
      then the event should subtract the appropriate amount from the items corresponding global.
      Additionally you could have a NPC which will only trade you an item for a certainb quantity of a particular item, 26 secret sea shells.

      You'll want to set up a basic scenario and template it, keep it in a separate folder(events,npc) and just dupe it when you have another NPC that has trade capabilities, and modify the parameters to specify.Build Once-Deploy Always. I'd also simplify my instructions so you could technically pass someone a $10 and have them dupe and adjust 75 copies flawlessly.

      ::blurts:: eLL'in thank you's.

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      ... I'm like Imhotep but don't flaunt it.
      { edit }

      (This message has been edited by ellrx (edited 07-15-2003).)

    • Quote

      Originally posted by reto:
      I'm playing around with the Coldstone demo and i was wondering if there is a way to build some new game windows. I would like to build a trade "shop", not like the shop but an NPC wich could give you some of his items or you could give him some of yours. He would keep the item you gave him until you come back and take it back. is it possible to make a image and to put in the zones of the game windows?

      You can't add "real" game windows, unfortunately, but you could probably fake one with a Main location and extensive event scripting. If the number of items involved is fairly small ( definitely less than 20) I think this could work quite well, but if the number gets too big, the scripting would become extremely tedious.

      If you accomplished that, getting the NPC to "keep" items would be quite simple by comparison, simply involving the use of a few global variables.

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      'You can either be on the stage, just a performer, just going through the lines...or you can be outside it, and know how the script works, where the scenery hangs, and where the trapdoors are. Isn't that better?'
      -- T. Pratchett