Difference between revisions of "House for Sale Tutorial"

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Here comes a tutorial about how you make your own House for Sale.<br>
==Preparations==
<br>
Before we can start you need to do this:
===Preparetions===
*Make the exterior of the house.
Before we can start you need to do this:<br>
*Make a [[cell]] for the interior, name it ''House for Sale''.
*Make the Exterior of the house.
*Make the interior of the house and decorate it.
*Make a cell for the Interior, name it ''House for Sale''.
*Make an [[NPC]] who will sell the house.
*Make the interior of the House and decorate it.
*Make a house [[key]].
*Make a Npc who will sell the house.
*Make a [[quest]].
*Make a House Key
See [[Creating a House]] for more information on how to make it.
*Make a Quest
 
===Preparing the house===
==Preparing the house==
First, add two doors, one in the interior and the other one in the Exterior. Link them together and set the lock to ''Need A Key'' and choose your key as the correct key.<br>
First of all you need to set the lock on your house door to "Needs a Key". Change the key to the one that you made earlier (preparations section).<br>
Then decide what decoration who will come with each set of things.<br>
You house is going to be split up into sections (e.g. Kitchen, Living Room, Dining Room).<br>
In each set you need a parent, just pick one of the thing in the set.<br> Double-click on it and check the ''Persistent Reference'' box,give it an Referece ID too. Example: ''BedroomParentRef''.<br> Double-click on the other things in the same set and go to ''Enable Parent'' then press ''Select Reference in Render Window''.<br>
In each section you need to set a parent. Highlight an item in your section.<br> Double-click on it and check the ''Persistent Reference'' box. Give the item a Reference Editor ID, e.g. ''BedroomParentRef''.<br> Double-click on the another thing in the same section. Go to ''Enable Parent'' then press ''Select Reference in Render Window''.<br>
Double-click on the Parent of the set. Then repeat this on the other set so each set is linked to their own parent.<br><br>
You can now see your [[Render Window]]. Double click on the Parent that you made earlier. Repeat this on the other sets so that each set is linked to their own parent.<br><br>
Now Your house is ready.
Now your house is ready.
<br><br>
 
===The Npc===
==The NPC==
The Npc needs some dialogues.<br>
The NPC needs some [[dialogue]].<br>
Go to the Quest and go to ''Topics''.<br>
Go to [[Quest]] and then to the [[Topics Tab]].<br>
Right-click in the empty list and press ''add topic''.<br>
Right-click in the empty list and press ''add topic''.<br>
Then you add ''HouseDecline'' and ''HouseInquiry''.<br>
Then you add ''HouseDecline'' and ''HouseInquiry''.<br>
Go back to the ''addtopic''list, right-click and press ''new topic''.<br>
Go back to the ''addtopic''list, right-click and press ''new topic''.<br>
Make one topic called ''Housebuy(the name of your town)'' and one called ''HouseTooMuch(the name of your town)''.<br><br>
Make one topic called ''Housebuy<TOWNNAMEHERE>'' and one called ''HouseTooMuch<TOWNNAMEHERE>''.<br><br>
Before you continues. You need to choose a price on the house.<br><br>
Before you continue you need to choose a price for the house.<br><br>
Now select ''HouseBuy''. In the ''topic text'' you whrite something like this: "''I'll gladly pay 3,000 gold for it''" (If your house cost 3000, of course).<br> Then go to the list beneath the ''topic text''. Right-click and select ''new''. <br>In the Response text you whrite something like this: "''Good chose, here is your key...''" <br>Then add the audio, if you don't want to record your own voice you can unpack some voices from oblivion. <br>Press ''Ok''.<br>
Now select ''HouseBuy''. In the ''topic text'' you write something like this: "''I'll gladly pay 3,000 gold for it''" (If your house costs 3000, of course).<br> Then go to the list beneath the ''topic text''. Right-click and select ''new''. <br>In the Response text you write something like this: "''Good choice, here is your key.''" <br>If you have audio files, add them now. <br>Press ''Ok''.<br>
In the ''Result Script'' write:
In the ''Result Script'' write:
  SetStage ''(The name of your Quest)'' 10
  [[SetStage]] ''<QUESTNAME>'' 10
In the ''Conditions'' list you right-click and press new.<br>
In the [[Condition]]s list you right-click and press new.<br>
Set the ''Condition Function'' to GetGold, leave the ''Function Parameters'' empty, set Comparision to ''>='' and the value to the price of your house, then check the ''Run on target''.<br> Then add a new Condition, Function: GetisId, Parameters: (Your Npc), Comparison: ==, Value: 1 and ''Run on Target'': Unchecked. <br>Select ''HouseDecline'' add a new response.<br> Add a text like this: "''I'd prefer to only discuss the property with serious buyers.''".<br>
Set the ''Condition Function'' to [[GetGold]], leave the ''Function Parameters'' empty, set Comparison to ''>='' and the value to the price of your house, then check ''Run on target''.<br> Then add a new Condition, Function: [[GetIsID]], Parameters: <Your NPC's name>, Comparison: ==, Value: 1 and leave ''Run on Target'' unchecked. <br>Select ''HouseDecline'' add a new response.<br> Add a text like this: "''Come back if you change your mind.''".<br>
Then add the audio.<br> Add a condition like the second one on the previouse Topic.<br>
Then add the audio.<br> Add another ''GetIsID'' condition just like you did the second time on the previous Topic.<br>
Select ''HouseInquiry''. Add a new response with a text like this: "''I've been looking for just the right owner for a special home I have.''".<br> Add audio.<br>
Select ''HouseInquiry''. Add a new response with a text like this: "''I've been looking for this special house.''".<br> Add audio.<br>
In the conditions you add the same condition as the last topic. <br>Then you add a new condition: Function: IsCellOwner, Parameters:(The cell of your house) Player, Comparison: == and Value: 0. <br>Then add a third condition: Function: GetDisposition, Comparison: >= and Value: (How much the Npc needs to like you before He/She Offer you the house). <br>In the ''Choices'' List, add ''HouseBuy'', ''HouseDecline'' and ''HouseTooMuch''.<br>
In the conditions you add the same ''GetIsID'' condition as the last topic. <br>Then you add a new condition: Function: [[IsCellOwner]], Parameters:<The cell of your house> Player, Comparison: == and Value: 0. <br>Then add a third condition: Function: [[GetDisposition]], Comparison: >= and Value: (How much the NPC needs to like you before they offer you the house). <br>In the ''Choices'' List, add ''HouseBuy'', ''HouseDecline'' and ''HouseTooMuch''.<br>
Select ''HouseTooMuch'', whrite ''I can't afford 3,000 gold.'' in the ''Topic Text''.<br> Add a new response with a text like this: "''What a shame. I guess I have to look for another buyer.''".<br> Add audio. <br>Add a condition, the usual GetIsID condition.<br><br>
Select ''HouseTooMuch'', write ''I can't afford 3,000 gold.'' in the ''Topic Text''.<br> Add a new response with text like this: "''What a shame. I guess I have to look for another buyer.''".<br> Add audio. <br>Add a condition, the usual GetIsID condition.<br><br>
Now the dialouges is finished.
Now the dialogue is finished.
 
==The furnishing==
First create a scroll for each set of furniture and name them something like: ''House BedRoom'' or ''House DiningRoom''.<br>In the scroll you write what this set of furniture will add to your house. Something like this:


===The furnishing===
<blockquote>This entitles the bearer to:<br/>
First create a scroll for each set of furniture and name them like: ''House BedRoom'' or ''House DinningRoom''.<br>In them you whrite what this set of furniture will add to your house. Something like this: ''<br>This will upgrade your house with:<br>
1 Bed<br/>
<br>
1 Carpet<br/>
1 Bed<br>
1 Bookshelf with books<br/>
1 Carpet<br>
1 Set of Drawers<br/>
1 Bookshelf with 1 book<br>
1 Stool</blockquote>
1 Drawers with 3 clothes<br>
1 Stool


'' Add this script on them:
Add this script to the scroll:


  Scriptname HouseFurnReceiptScript
  Scriptname HouseFurnReceipt1Script
   
   
  short Doonce
  short Doonce
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  end
  end


Then add a value to them.<br>
Then add a value to the scroll.<br>
You can make the next part on different ways, i will show one of them.<br>
You can make the next part a few different ways, i will show one of them.<br>
First choose the seller of the set's, you can use the seller of the house or someone else. <br>Select the Merchant cointainer to this Npc. Then add this to it's Script:
First choose the seller of the sets, you can use the seller of the house or someone else. <br>Select the Merchant cointainer to this Npc. Then add this to it's Script (you need to edit it):


  short once
  short once
   
   
  begin gamemode
  begin gamemode
  if getstage (QuestName) >= 10
  if getstage (YOUR QUEST NAME) >= 10
  if once == 0
  if once == 0
  additem (Id of the first Set) 1
  additem (FIRST SET ID) 1
  additem (Id of the second Set) 1
  additem (SECOND SET ID) 1
                         ; Do this on all of the sets                       
                         ; Do this on all of the sets                       
  set once to 1
  set once to 1
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  end
  end


===The Quest===
==The Quest==
Make a Quest Script and add it to your Quest.<br>
Make a Quest Script and add it to your Quest.<br>
This is the script you will need:
This is the script you will need (again, you need to edit):


  scn aaabuyinghouse
  scn aaa(initials)buyinghouse
   
   
  short TotalCount ;counts how many furniture set you have bouught
  short TotalCount ;counts how many furniture sets you have bought
  short Doonce1    ;check if you have bought the first thing
  short Doonce1    ;checks if you have bought the first set
  short Doonce2    ;check if you have bought the second thing
  short Doonce2    ;checks if you have bought the second set
  ;add "Short Doonce3" if you have 3 items
  ;add "Short Doonce3" if you have 3 sets, and so on
   
   
  float fQuestDelayTime
  float fQuestDelayTime
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  endif
  endif
   
   
  if getstage (Questname) == 10 && player.getincell  (HouseCell)  == 1
  if getstage (YOUR QUEST NAME) == 10 && player.getincell  (YOUR HOUSE CELL)  == 1
  setstage (Questname) 20
  setstage (YOUR QUEST NAME) 20
  endif
  endif
   
   
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  ;These are the variable triggers that are set when a voucher is acquired
  ;These are the variable triggers that are set when a voucher is acquired
   
   
  if ( Player.GetItemCount (first set of furniture ID) == 1 ) && ( Doonce1 == 0 )
  if ( Player.GetItemCount (FIRST FURNITURE SET ID) == 1 ) && ( Doonce1 == 0 )
  (first parent).Enable
  (FIRST PARENT).Enable
  set TotalCount to ( TotalCount + 1 )
  set TotalCount to ( TotalCount + 1 )
  set Doonce1 to 1
  set Doonce1 to 1
  endif
  endif
   
   
  if ( Player.GetItemCount (Second set of furniture ID) == 1 ) && ( Doonce2 == 0 )
  if ( Player.GetItemCount (SECOND FURNITURE SET ID) == 1 ) && ( Doonce2 == 0 )
  (second parent)..Enable
  (SECOND PARENT).Enable
  set TotalCount to ( TotalCount + 1 )
  set TotalCount to ( TotalCount + 1 )
  set Doonce2 to 1
  set Doonce2 to 1
  endif
  endif
   
   
;Add more if you have them
  ;Ends Quest if All Bought
  ;Ends Quest if All Bought
   
   
  if ( TotalCount == 2 )    ;change the "2" to the number of things you have.
  if ( TotalCount == 2 )    ;change the "2" to the number of things you have.
  setstage (Quest Name) 30
  setstage (QUEST NAME) 30
  set fQuestDelayTime to 0
  set fQuestDelayTime to 0
  endif
  endif
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  end
  end


Go to ''Quest Stages'' and add stage 10, 20 and 30. Select stage 10. <br>Make a new log Entry with the text: "''I just bought a house in (The name of your town).''".<br>
Go to [[Quest Stages Tab]] and add stage 10, 20 and 30. Select stage 10. <br>Make a new Log Entry with the text: "''I just bought a house in <TOWN NAME HERE>.''".<br>
In the ''Result Script'' whrite this:  
In the ''Result Script'' write this:  


  (first parent).disable
  <FIRST PARENT NAME>.disable
  (second parent).disable
  <SECOND PARENT>.disable
  ;do this on all the parents
  ;do this on all the parents
  Player.RemoveItem Gold001 (the price of your house)
  Player.RemoveItem Gold001 3000 ;(change the 3000 to your house price)
  Player.AddItem (Your key ID) 1
  Player.AddItem <Your key ID> 1
  SetCellOwnership (HouseCell)
  SetCellOwnership <YOUR HOUSE CELL>
  SetCellFullName (HouseCell) "(The name of your town) House"
  SetCellFullName <YOUR HOUSE CELL> "(The name of your town) House"
  ModPCMiscStat 15 1
  ModPCMiscStat 15 1
  set (Questname).fQuestDelayTime to 1
  set <YOUR QUEST NAME>.fQuestDelayTime to 1


Select stage 20 and make a new Log Entry with the text: "''Now that I've arrived at my new house in (Your town), I may want to head over to (The Npc To sell the furniture) at (where he is) to secure some furnishings for it.''"<br><br>
Select stage 20 and make a new Log Entry with the text: "''Now that I've arrived at my new house in <YOUR TOWN NAME>, I may want to head over to <YOUR NPC WHO SELLS FURNITURE> at <FURNITURE NPC LOCATION> to secure some furnishings for it.''"<br><br>


Select Stage 30 and make a new log entry with the text: "''I've now bought everything (The Npc To sell the furniture) has for my house in (Your Town).''".
Select Stage 30 and make a new log entry with the text: "''I've now bought everything <FURNITURE NPC> has for my house in <YOUR TOWN NAME HERE>.''".
Check the ''Complete Quest'' to finish the quest.<br><br>
Check the ''Complete Quest'' to finish the quest.<br><br>


And now you have made a House for sale.
That concludes the "House for Sale" tutorial. Enjoy your new house!
 
[[Category:Tutorials]]
[[Category:Quest Tutorials]]
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