Difference between revisions of "My First Shop"

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This tutorial has been written to instruction modders in the creation of their first shop. It is assumed that you have a basic knowledge of how to move around the editor and creating new forms (eg. Keys, Cells etc.). It is recommended you have followed the [[My First Dungeon]] Tutorial first.
This tutorial has been written to instruct modders in the creation of their first shop. It is assumed that you have a basic knowledge of how to move around the editor and create new forms (eg. Keys, Cells etc.). It is recommended you have followed the [[My First Dungeon]] Tutorial first.




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Move around the area and look for a suitable place for you to place your shop, or you can follow me and goto the empty space on the wall opposite the ship in the bay. Once you've picked a place, we need to find the right looking building. Expand the World Objects pane in the Object Window, and then the Static pane, then the Architecture pane, and finnaly select the ImperialCity pane.  
Move around the area and look for a suitable locatio to place your shop, or you can follow me and use the empty space on the wall opposite the ship in the bay. Once you've picked a place, we need to find the right looking building. Expand the World Objects pane in the Object Window, and then the Static pane, then the Architecture pane, and finnaly select the ImperialCity pane.  




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Ok the first thing we need to do is make two keys: A Private Quarters Key and a Store Key.
The first thing we need to do is make two keys: A Private Quarters Key and a Store Key.




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Ok, now we have to make both the basement and the quarters. The Basement is merly a formality as there is a gap underneath the stairs for a door. You can choose to for go the basement if you wish, but the Private Quarters are critical to the shop owner's AI. Now, create two new interior cells like you did before. My two areas id's are: JGMyFirstShopQuarters and JGMyFirstShopBasement. Keep all the Lighting, Common Data and Interior Data the same as before (except the name of the area), and then load the Private Quarters cell.
Ok, now we have to make both the basement and the quarters. The Basement is merely a formality as there is a gap underneath the stairs for a door. You can choose to forgo the basement if you wish, but the Private Quarters are critical to the shop owner's AI. Now, create two new interior cells like you did before. My two areas id's are: JGMyFirstShopQuarters and JGMyFirstShopBasement. Keep all the Lighting, Common Data and Interior Data the same as before (except the name of the area), and then load the Private Quarters cell.




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Now peice them together so that the doorway is at the top of the stairs, and the corner at the bottom leading into the one way. Now place the same door as always into the gap. The door won't perfectly fit, but move it until it looks convincing if your passing by.  
Now piece them together so that the doorway is at the top of the stairs, and the corner at the bottom leading into the one way. Now place the same door as always into the gap. The door won't perfectly fit, but move it until it looks convincing if you're passing by.  




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The Level is how hard the lock will be to pick if you don't have the key and the key is...well... the key that unlocks the door.
The Level is how hard the lock will be to pick if you don't have the key and the key is...well...the key that unlocks the door.




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The things we need to be concerned with are the Buys / Sells boxes. Tick which items you wish to be able to sell to this shop. For this tutorial, im going to select Weapons and Armor. Now give him some batering gold (1000 is good), and now we get to move onto the fun stuff.
The things we need to be concerned with are the Buys / Sells boxes. Tick which items you wish to be able to sell to this shop. For this tutorial, im going to select Weapons and Armor. Now give him some bartering gold (1000 is good), and now we get to move onto the fun stuff.


This is like a schedule. The game will look at the NPC's schedule constantly, to check to see which ones will happen when. For now, all we need is a Sleep and OfferServices package. Right click in the empty list and press new. A blank AI package screen should appear. Do the following for each package:
This is like a schedule. The game will look at the NPC's schedule constantly, to check to see which ones will happen when. For now, all we need is a Sleep and OfferServices package. Right click in the empty list and press new. A blank AI package screen should appear. Do the following for each package:
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=== Last things ===
=== Last things ===


Your shop is up and running now (should be anyway) but there are a few things you should do before you release it to the world. Your shop is going to be very dark and empty, so I would suggest, either incresing the Ambient lighting or placing some lights around the room. Also it might be a good idea to decorate the room with items that the shop keeper might be selling. Remember to make them owned by the shop owner so that it will be counted as stolen if you pick them up.
Your shop is up and running now (should be anyway) but there are a few things you should do before you release it to the world. Your shop is going to be very dark and empty, so I would suggest, either increasing the Ambient lighting or placing some lights around the room. Also it might be a good idea to decorate the room with items that the shop keeper might be selling. Remember to make them owned by the shop owner so that it will be counted as stolen if you pick them up.




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