Search found 7 matches
- Sun Jan 25, 2004 12:11 am
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
- Sun Jan 18, 2004 9:07 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
- Sun Jan 18, 2004 8:37 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
Well, currently it works this way: When you make a shop and place the NPCs you choose to attach a script to them. The shopkeeper will have one, the guards inside will have one, and the door will have one. Depending on which script you choose they will have different opening hours. If you want to hav...
- Sun Jan 18, 2004 8:19 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
No, instant jailing should be avoided. I just don't want to forsake ease-of-use, like having to write customized scripts for every shop. Blandmand, that was a good suggestion. Will see if I can make that... But making the NPC sleep in their bed would require a totally different kind of script. My id...
- Sun Jan 18, 2004 7:59 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
Currently I'm checking for sneaking, and the level of the sneaking skill. As I'm kind of inspired by Daggerfall, I felt it should be similar to that system. I find that instantly enabling NPCs around you would be kind of unrealistic, so maybe just a ForceGreeting, some dialogue (a greeting where the...
- Sun Jan 18, 2004 7:40 pm
- Forum: Archives
- Topic: Shop script
- Replies: 19
- Views: 1902
Shop script
I'm currently helping out on the ST section with some scripts, and some time ago I got a 'mission' to improve one of their scripts. This little piece of work threw out customers after closing time from the shops, and locked the doors (to put it simple). I wanted to add some details to it, and also d...
- Sat Jan 17, 2004 10:18 pm
- Forum: Archives
- Topic: Script formatting
- Replies: 3
- Views: 426