Store Chests with no Shopkeeper

Discussion in 'Modding and Scripting Support' started by Shiin, Nov 30, 2009.

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  1. Shiin

    Shiin New Member

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    Alright, I searched for a while ... no luck in this specific answer, though I assume for right now that you must have a Shopkeeper NPC attached to a Store Chest for the items to be replenished ... right?

    I want to add in a few chests in my stash house that will replenish themselves with goodies you'd find at a store, including the gold the NPC keeper would use to buy things ... but without the NPC.


    Just want a chest I can go to daily for a random surprise of things I might need.
     
  2. rroyo

    rroyo Active Member

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    I haven't got a way to test this, so let me know if it works.

    First off, do not use the Arcane Chest for this as they are a bit buggy.

    1) Go to Enviroment/containers and choose an empty chest, barrel, or safe.
    2) Place the container where you want. You mentioned chests, so more than one.
    3) For each chest, right-click to edit, and assign the inventory of your choice.
    4) In Critters/Humans select a shopkeeper. Gender doesn't matter.
    5) Place one shopkeeper in the scene.
    6) Right-click the shopkeeper to edit and go to scripts.
    7) Attach script number 1818 to the dialogs location.
    8 ) Go to the Flags option and check the Click Through and Aloof boxes.
    9) Click the OK button to accept the changes and exit the critter edit.
    10) Hold down on Ctrl and left-click on the merchant. This will clone him. Drag each clone out of the way and repeat as many times as you have chests to assign.
    11) Right-click on a chest and select Remember for Substitute.
    12) Right-click on a merchant and select Set Substitute Inventory.
    (Each chest will need it's own merchant so repeat as many times as needed.)
    13) Drag each merchant to where you'd like to place a bit of non-player usable scenery.

    Ok - Now you need to hide the merchants. Let's turn one of them into a village table.

    14) Bring up the merchant's edit page again. Left-click on the little picture of the critter and choose the blank pic from the pop-up.
    15) Click again on the merchant's picture and a little pop-up will appear. The main list will read Scenery and the sublist will read Large Trees. You'll be editing the sublist.
    16) Click on the arrow to bring up the drop-down list and select Wooden, medium.
    17) Scroll through the choices until you find the table with food on it and click it. This will automatically take you back to Edit, so click the OK button to accept the change.
    18 ) Adjust the new art's position as needed to avoid conflict with walls or other scenery.
    19) Right-click on the altered merchant and select Day Stand. Repeat to set the Night Stand.
    20) Repeat the above steps for each of the cloned merchants. And - You're not limited to scenery from Wooden, Medium either. Wihin the sublistings is a staggering array of options you can choose from - including pictures (Misc Medium). You can even turn the merchants into trees or clumps of grass - but they do need to be close to the chests.
    21) Once you have everything just the way you want it, Save and exit.
    22) Go to the Arcanum\modules\Arcanum\maps folder and clean it out.
    23) Start the game and check the results.

    If all goes well, you now have chests with replenishing inventory.
     
  3. Muro

    Muro Well-Known Member

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    What's wrong with them?
     
  4. rroyo

    rroyo Active Member

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    The Arcane Chests come pre-loaded. More often than not, changing the inventory causes a glitch that that ranges from no renewal all the way to empty inventory.

    It's best to ignore them all together.
     
  5. Shiin

    Shiin New Member

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    Excellent Instructions Rroyo, I appreciate it.
    Now I don't need to worry about bothersome NPC's running around my stash house lol. I'll let you know if it works.

    Thanks a million!


    ------


    I got a new question though, This one involves teleportation (i'll make a new thread if necessary bu figured I'd stop spamming the board with threads lol)

    I've got the trap door and ladder set appropriately, the scripts were made (all following exact instructions from the AMTUT, flags and all) ... the problem is they do not function :'(

    I put the scripts where they should go and set the script options to 'Use' ... could you bestow upon me the secrets of teleportation?

    I'm trying again to make the scripts and totally new objects for teleportation to and from my Stash Area, following letter for letter in the AMTUT, maybe I'll get lucky.
     
  6. rroyo

    rroyo Active Member

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    Might as well keep everything in one thread.

    Your teleport problem: If you're using the exact instructions from AMTUT, they won't quite work in the main game due to differences in the map numbers. For example, Arcanum's main map is #5000.
    You'll need to have the script look to the proper map number for a teleport script to work.
    The rest of what you did sounds right, so I'm pretty sure this is the problem.

    Open Notepad and copy the following list onto it and save. Then go back through your teleport scripts and reset the destination map numbers.
    Of course, if you're adding an entirely new map you'll need to add a new listing and this also means you've moved beyond just the quick tinkering stage. There's a better way to mod the main game than trying to use the 1074 version of WorldEd. I'm willing to help - just make sure you have plenty of time to spare because the initial set-up takes a while.


    // List of valid maps for game & Starting X/Y position
    {5000}{Arcanum1-024-fixed, 92958,82592, Type: START_MAP, WorldMap: 0}
    {5001}{BessieToonesMine-fixed, 96, 126, WorldMap: 0, Area: 1}
    {5002}{PSchuylers Lev 1-fixed, 96, 126, WorldMap: 0, Area: 21}
    {5003}{PSchuylers Lev 2-fixed, 96, 126, WorldMap: 0, Area: 21}
    {5004}{PSchuylers Lev 3-fixed, 96, 126, WorldMap: 0, Area: 21}
    {5005}{BMC, 672,124, WorldMap: 0, Area: 7}
    {5006}{Wheel Clan,696,96, WorldMap: 0, Area: 9}
    {5007}{Void, 1055, 1055}
    {5008}{Caladons Sewers, 100, 100, WorldMap: 0, Area: 4}
    {5009}{Bates Tunnel-fixed, 180, 84, WorldMap: 0, Area: 21}
    {5010}{The Pit-fixed, 94, 94, WorldMap: 0, Area: 19}
    {5011}{Bates Mansion Lev 1, 104, 92, WorldMap: 0, Area: 21}
    {5012}{Bates Mansion Lev 2, 104, 92, WorldMap: 0, Area: 21}
    {5013}{ShopMap, 31, 29, Type: SHOPPING_MAP}
    {5014}{Cave of the Bangellian Scourge, 102, 95, WorldMap: 0, Area: 27}
    {5015}{Tarant Sewers-01, 91, 98, WorldMap: 0, Area: 21}
    {5016}{Elven Ruins, 83, 111, WorldMap: 0, Area: 30}
    {5017}{Shrouded Hills-Panarii Temple, 94,98, WorldMap: 0, Area: 1}
    {5018}{Qintarra, 2007,2030, WorldMap: 0, Area: 6}
    {5019}{Qintarra-Queens Chambers, 100,99, WorldMap: 0, Area: 6}
    {5020}{Wolfe-Cave, 92, 103, WorldMap: 0, Area: 68}
    {5021}{Network Test, 351, 287}
    {5022}{Tarant-City Hall Downstairs, 96, 93, Area: 21}
    {5023}{Caladon-Mafia Underground, 116, 96, Area: 4}
    {5024}{Caladon-Castle Main Floor, 502, 93, Area: 4}
    {5025}{Multi2, 478, 172, WorldMap: 0}
    {5026}{The Lair of Bellerogrim, 346,314, Area: 48}
    {5027}{Caladon High Security Prison, 346, 314, WorldMap: 0, Area: 4}
    {5028}{Caladon Trap Disarm Dungeon, 255, 252, WorldMap: 0, Area: 4}
    {5029}{Caladon Sanders Basement, 132, 117, WorldMap: 0, Area: 4}
    {5030}{Caladon Guardhouse Basement, 346, 314, WorldMap: 0, Area: 4}
    {5031}{Tulla Interior, 507, 221, WorldMap: 0, Area: 11}
    {5032}{Vendigroth Underground, 2051, 2038, WorldMap: 0, Area: 22}
    {5033}{Crematorium-Lev 1, 91, 87, WorldMap: 0, Area: 8}
    {5034}{Crematorium-Lev 2, 116, 112, WorldMap: 0, Area: 8}
    {5035}{Crematorium-Lev 3, 108, 81, WorldMap: 0, Area: 8}
    {5036}{Stillwater Giants Cave, 2083, 2095, WorldMap: 0, Area: 10}
    {5037}{Drogs Cave, 127, 49, WorldMap: 0, Area: 10}
    {5038}{Ashbury-Scienticians Underground, 95, 90, WorldMap: 0, Area: 8}
    {5039}{Ashbury Haunted Castle, 377, 92, WorldMap: 0, Area: 8}
    {5040}{T'sen-Ang, 2040, 2038, WorldMap: 0, Area: 16}
    {5041}{Stonecutter Clan, 411, 372, WorldMap: 0, Area: 37}
    {5042}{Tulla Interior - Battle - Conveyance, 183, 159, WorldMap: 0, Area: 11}
    {5043}{Tulla Interior - Battle - Divination, 119, 75, WorldMap: 0, Area: 11}
    {5044}{Tulla Interior - Battle - Air, 118, 95, WorldMap: 0, Area: 11}
    {5045}{Tulla Interior - Battle - Earth, 117, 79, WorldMap: 0, Area: 11}
    {5046}{Tulla Interior - Battle - Fire, 120, 184, WorldMap: 0, Area: 11}
    {5047}{Tulla Interior - Battle - Water, 121, 71, WorldMap: 0, Area: 11}
    {5048}{Tulla Interior - Battle - Force, 115, 74, WorldMap: 0, Area: 11}
    {5049}{Tulla Interior - Battle - Mental, 117, 75, WorldMap: 0, Area: 11}
    {5050}{Tulla Interior - Battle - Meta, 117, 80, WorldMap: 0, Area: 11}
    {5051}{Tulla Interior - Battle - Morph, 119, 75, WorldMap: 0, Area: 11}
    {5052}{Tulla Interior - Battle - Nature, 122, 80, WorldMap: 0, Area: 11}
    {5053}{Tulla Interior - Battle - Necro Evil, 120, 80, WorldMap: 0, Area: 11}
    {5054}{Tulla Interior - Battle - Necro Good, 121, 79, WorldMap: 0, Area: 11}
    {5055}{Tulla Interior - Battle - Phantasm, 121, 75, WorldMap: 0, Area: 11}
    {5056}{Tulla Interior - Battle - Summoning, 120, 92, WorldMap: 0, Area: 11}
    {5057}{Tulla Interior - Battle - Temporal, 116, 79, WorldMap: 0, Area: 11}
    {5058}{Caladon-Panarrii Temple, 124, 96, WorldMap: 0, Area: 4}
    {5059}{Caladon-Panarrii Temple-Basement, 87, 71, WorldMap: 0, Area: 4}
    {5060}{Pit of Fires, 175, 119, WorldMap: 0, Area: 44}
    {5061}{Castle S'nel N'fa, 471, 103, WorldMap: 0, Area: 40}
    {5062}{Roseborough Inn2, 243, 95, WorldMap: 0, Area: 13}
    {5063}{Ruins of Szabo, 307, 225, WorldMap: 0, Area: 53}
    {5064}{Iron_Clan HQ, 163, 114, WorldMap: 0, Area: 57}
    {5065}{Temple of the Derian Ka, 323, 340, WorldMap: 0, Area: 56}
    {5066}{Dungeon of the Dragon Pool, 416, 327, WorldMap: 0, Area: 55}
    {5067}{K'na Tha, 802, 854, WorldMap: 0, Area: 58}
    {5068}{Dernholm Pits, 414, 360, WorldMap: 0, Area: 5}
    {5069}{Fal'kins Maze, 731, 475, WorldMap: 0, Area: 11}
    {5070}{Dernholm-Castle, 246, 225, WorldMap: 0, Area: 5}
    {5071}{VOID - Arronax's Interior, 361, 350}
    {5072}{VOID-Kerghans Castle, 696, 93}
    {5073}{Vollingers Basement, 163, 155, WorldMap: 0, Area: 47}
    {5074}{Void - Cave Of Kriggyrd's Falchion, 435, 379}
    {5075}{Tarant Sewers-02, 91, 98, WorldMap: 0, Area: 21}
    {5076}{Uncharted Cave, 167, 91, WorldMap: 0, Area: 61}
    {5077}{Thieves Cave, 161, 91, WorldMap: 0, Area: 62}
    {5078}{Crash Site Cave, 2087, 2018, WorldMap: 0, Area: 2}
    {5079}{Iron Clan - Music Box, 123, 188, WorldMap: 0, Area: 72}
    {5080}{Mannox's Hole, 164, 87, WorldMap: 0, Area: 13}
     
  7. Shiin

    Shiin New Member

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    TY I'll check the numbers for accuracy ... I'm pretty sure they were correct but who knows, I'm only human lol.


    As far as moving from quick tinkering, yes I'd have to agree that I have moved beyond. I've gotten my new map already in the list of maps, so soon as i get that all finished, i'll try again on the teleport.

    I'll take you up on your offer here soon in the next couple days in regards to setting up for furhter\more practical modding, so I'll be in touch.


    Its ironic though, I only wanted a small stash house, lol, and now I'm in to building an entire little Stash Town ... in the middle of blackness, lol.


    I guess I'm feeling very creative ... Oh and hey ... your instructions for creating shopkeepers that look and act like static objects (thus providing the hidden illusion) works perfectly, and they do restock their inventory.

    I appreciate the info.
     
  8. rroyo

    rroyo Active Member

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    The offer: I'll be here
    The new town: Modding is addictive. I started out just adding a couple cheats...
    The shopkeepers: Far out.
     
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