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Home » Fable TLC » Mods » Scripts » Customizable Scripted Shopkeeper
Customizable Scripted Shopkeeper [message #36383] Wed, 02 January 2008 20:50 Go to previous message
morerunes is currently offline  morerunes
Messages: 2154
Registered: June 2007
Location: My desk

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I just thought that the Customizable Shopkeeper fmp was too hard to find and was kind of buried, so I put it all in one fmp and posted it here.

This is all you need except for a script, which should look like this:

Script Example

NewThing AICreature;
Player 0;
UID 18446799474689931713;
DefinitionType "CREATURE_HERO_RIVAL_GOOD_01";
ScriptName NULL;
ScriptData "NULL";
ThingGamePersistent FALSE;
ThingLevelPersistent FALSE;
StartCTCPhysicsNavigator;
PositionX 0.0;
PositionY 0.0;
PositionZ 0.0;
RHSetForwardX 1.000000;
RHSetForwardY 0.000000;
RHSetForwardZ 0;
RHSetUpX 0;
RHSetUpY 0;
RHSetUpZ 1;
EndCTCPhysicsNavigator;
StartCTCHeroAttachableAppearanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_01";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEATHERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHERARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATHERARMOUR_EVIL";
EndCTCHeroAttachableAppearanceModifiers;
StartCTCHeroMorph;
Strength 1.0;
Will 0.5;
Skill 1.0;
Age 0.5;
Morality 0.0;
Fatness 0.0;
Tan 0.0;
EndCTCHeroMorph;
StartCTCShop;
StockItemDefsKeys[0] "OBJECT_KESHIRE_SICKLE";
StockItemDefsQuantity[0] 1.0;
StockItemDefsMaxStock[0] 1.0;
EndCTCShop;
StartCTCTargeted;
Targetable TRUE;
EndCTCTargeted;
StartCTCTalk;
EndCTCTalk;
StartCTCEditor;
EndCTCEditor;
Health 1.0;
OverridingBrainName NULL;
HasInformation FALSE;
WanderWithInformation FALSE;
WaveWithInformation FALSE;
ContinueAIWithInformation FALSE;
EnableCreatureAutoPlacing FALSE;
AllowedToFollowHero FALSE;
RegionFollowingOverriddenFromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;


Pretty gigantic script, but let me break it down for you:

Customize Looks


{{
HairModifierNames[0] "OBJECT_HERO_TASHKHG_01"; ----------------}v
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHERARMOUR_EVIL";---}Hair-do's and objects for your shopkeeper go here.
{{

{{
Strength 1.0; --}v
Will 0.5; ------}v
Skill 1.0; -----}v
Age 0.5; -------}v
Morality 0.0; --}v
Fatness 0.0; ---}v
Tan 0.0; -------}These obviously change what they state, more strength means more buffness. 0.5 = neutral; 1.0 = Max; 0.0 = Min;
{{



Customize Inventory


StockItemDefsKeys[0] "OBJECT_KESHIRE_SICKLE";}v
StockItemDefsQuantity[0] 1.0;}v
StockItemDefsMaxStock[0] 1.0;} [0] is the item number, StockItemDefsKeys is the item, StockItemDefsQuantity is the amount the shop has, and StockItemDefsMaxStock is the max the shop can have I believe.



Spawning with CBox or AE:

  1. Spawn him with CBox/AE right where you want him.
  2. Save.
  3. Open the tng file with notepad.
  4. Cut the coordinates of where he is, and paste it into somewhere else for use later, then delete the rest of his script.
  5. Paste in the example script.
  6. Cut the coordinates from before and paste them over the Coordinates from the example script.
  7. Replace the UID with some random jumbled numbers (like this: 654564652126547864513)
  8. Edit the parameters to your liking
  9. Save


Well there you have it, a customizable shopkeeper.


All credit to Bluetooth, all I made was the script and tutorial.


"All of the work, and none of the play, will surely provide for a speedy decay"

[Updated on: Sat, 22 November 2008 14:09]

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