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
Quote:
Version 2;
XXXSectionStart NULL;
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;
StartCTCHeroAttachableApp earanceModifiers;
HairModifierNames[0] "OBJECT_HERO_TASHKHG_ 01";
HairModifierNames[1] "OBJECT_HERO_BEARD_LONG_0 1";
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHE RARMOUR_EVIL";
HairModifierNames[3] "OBJECT_HERO_TROUSERS_LEA THERARMOUR_EVIL";
HairModifierNames[4] "OBJECT_HERO_SHIRT_LEATHE RARMOUR_EVIL";
HairModifierNames[5] "OBJECT_HERO_GLOVES_LEATH ERARMOUR_EVIL";
EndCTCHeroAttachableAppea ranceModifiers;
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_SICKL E";
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;
RegionFollowingOverridden FromScript FALSE;
RespondingToFollowAndWait TRUE;
CanBeCourted FALSE;
CanBeMarried FALSE;
InitialPosX 3538.429688;
InitialPosY 836.368103;
InitialPosZ 8.719321;
EndThing;
XXXSectionEnd;
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Pretty gigantic script, but let me break it down for you:
Customize Looks
Quote:
{{
HairModifierNames[0] "OBJECT_HERO_TASHKHG_ 01"; ----------------}v
HairModifierNames[2] "OBJECT_HERO_BOOTS_LEATHE RARMOUR_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;
{{
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Customize Inventory
Quote:
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.
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Well there you have it, a customizable shopkeeper.
All credit to Bluetooth/Keshire, all I made was the script and tutorial.