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Customizable Scripted Shopkeeper
Old 01-03-2008   #1
morerunes
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Customizable Scripted Shopkeeper

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;
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;
{{
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.
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/Keshire, all I made was the script and tutorial.

Last edited by morerunes; 12-03-2008 at 03:01 AM.
 

Re: Customizable Scripted Shopkeeper
Old 01-03-2008   #2
projectego
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Re: Customizable Scripted Shopkeeper

Well, all that code went right over my head but it doesn't mean I don't appreciate what you, Keshire, and every Fable modder on the planet does.
 

Re: Customizable Scripted Shopkeeper
Old 01-03-2008   #3
DJ D Mix
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Re: Customizable Scripted Shopkeeper

Nice. +REP
 

Re: Customizable Scripted Shopkeeper
Old 01-03-2008   #4
morerunes
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Re: Customizable Scripted Shopkeeper

Thanks guys

It wasn't that hard, but the original I really had to dig for.
 

Re: Customizable Scripted Shopkeeper
Old 11-12-2008   #5
Lone Wolf
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Re: Customizable Scripted Shopkeeper

Ive downloaded the fmp and loaded it, but how do i open this scripty thing? lol !

Last edited by Lone Wolf; 11-12-2008 at 04:34 PM.
 

Re: Customizable Scripted Shopkeeper
Old 11-12-2008   #6
JohnDoe
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Re: Customizable Scripted Shopkeeper

The shopkeeper script is placed and manipulated in a tng file. The particular tng file depends on what map you want him. How you manipulate it depends on what you want to be able to buy and precisely where in the map you want the shopkeeper.
 

Re: Customizable Scripted Shopkeeper
Old 11-12-2008   #7
Lone Wolf
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Re: Customizable Scripted Shopkeeper

how can i place him into the map, as i say im new to this stuff
 

Re: Customizable Scripted Shopkeeper
Old 12-03-2008   #8
morerunes
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Re: Customizable Scripted Shopkeeper

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.
 

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