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DarkOneVenzar
Diviner

Reged: 11/04/03
Posts: 2774
Loc: Realm of Darkness
Creating a merchant
      #2966381 - 08/24/04 06:11 PM

Ok now i am confused on how to make a merchant. Do I set the ownership on just the items I want him to sell or what? Also how would I setup a guard that would attack if the player stole something?

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03jgarland
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Reged: 03/31/04
Posts: 1057
Loc: Sydney, Nova Scotia, Canada
Re: Creating a merchant [Re: DarkOneVenzar]
      #2966776 - 08/24/04 08:22 PM

Well, nobody has replied to this, and I'm getting curious myself, so... BUMP!

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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Creating a merchant [Re: DarkOneVenzar]
      #2967072 - 08/24/04 09:35 PM

To Make a Merchant:
You determine what type of objects he buys and sells and how much bartergold he has on the AI sheet -> services tab of the NPC character.
Arrille e.g. sells all the different types of objects but does not offer training, spellmaking, enchanting, travel or repair. He only sells spells through dialogue. He has 800 bartergold and 0 pocket money.
He always has on his person 5 of the drinks 5 of some ingreds and 2 each of certain scrolls. The scrolls are in his personal inventory but show up in his barter inventory. The spells are in his personal spell collection not in his barter inventory and when they are gone he has no more to sell. He is a level 15 NPC but with a very low 20 in Mercantile skill.
Merchant's will sell items in their personal inventory that match the objects checked in the AI ( If you dont check armour, merchants will wear it if you assign it to their inventory but not sell it ). If you check books and put books in the merchant's personal inventory he will sell those.
If you put items in a chest and assign the ownership of the chest to the merchant, he will only sell those items that he is checked in his AI to sell.
Anything you put in a chest with a merchant's ownership assigned to the chest are the merchant's property even if he does not deal that item.
Put a guard within the alarm distance radius of the merchant ( 2000 game units or 1120 inches ) set the Guards alarm to a middling high value.


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