[REQ] Selling NPCs
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Hello guys i was looking shop and blacksmith codes that Sells things but i can't find it... i want codes because i have new NPCs and i want them to sell too so no wonder if someone knows and be honorable to post codes
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search in game.h's , look for functions what has smth to do with selling/buying/talking to NPC result/those Npcs
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I've found some code for you in the client..
->>Game.cpp
FUNCTION::
You can find this code:
That enables the dialog box for the shop keeper.
Then
FUNCTION::
Find:
This enables the dialog boxes, as you can see it makes a call to _LoadShopMenuContents
FUNCTION:
Outlines the loading of the contents (obviously)
When you call cType with that function, it will load the corresponding contents#
example:
Will load contents1.txt for the dialog box.
From the clients point of view, you'd need to call the shop dialog box for the other NPC, aswell as creating a new contents file that can be loaded, you'd need to add to EnableDialogBox function so that the correct contents file can be loaded (client side).
I've had a brief look through the server source and it seems that this would only need to be done client side.
I haven't tried anything as of yet, but if you cant get it to work. I'll give it a shot.
Hope this helps!
->>Game.cpp
FUNCTION::
Code: Select all
void CGame::CommandProcessor(short msX, short msY, short indexX, short indexY, char cLB, char cRB)
Code: Select all
case 15: // ShopKeeper-W°
switch (cName[0]) {
case '1':
EnableDialogBox(20, 5, 11, 1);
tX = msX - 117;
tY = msY - 50;
if (tX < 0) tX = 0;
if ((tX + 235) > 639) tX = 639 - 235;
if (tY < 0) tY = 0;
if ((tY + 100) > 479) tY = 479 - 100;
m_stDialogBoxInfo[20].sX = tX;
m_stDialogBoxInfo[20].sY = tY;
m_stDialogBoxInfo[20].sV3 = 15;
break;
}
break;
Then
FUNCTION::
Code: Select all
void CGame::EnableDialogBox(int iBoxID, int cType, int sV1, int sV2, char * pString)
Code: Select all
case 11:
if (m_bIsDialogEnabled[11] == FALSE)
{ switch (cType) {
case NULL:
break;
default:
_LoadShopMenuContents(cType);
m_stDialogBoxInfo[11].sV1 = cType;
m_stDialogBoxInfo[11].cMode = 0;
m_stDialogBoxInfo[11].sView = 0;
m_stDialogBoxInfo[11].bFlag = TRUE;
m_stDialogBoxInfo[11].sV3 = 1;
break;
} }
break;
FUNCTION:
Code: Select all
void CGame::_LoadShopMenuContents(char cType)
When you call cType with that function, it will load the corresponding contents#
example:
Code: Select all
_LoadShopMenuContents(1);
From the clients point of view, you'd need to call the shop dialog box for the other NPC, aswell as creating a new contents file that can be loaded, you'd need to add to EnableDialogBox function so that the correct contents file can be loaded (client side).
I've had a brief look through the server source and it seems that this would only need to be done client side.
I haven't tried anything as of yet, but if you cant get it to work. I'll give it a shot.
Hope this helps!
<!--QuoteBegin-crazymnig88+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crazymnig88)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->by notepad??? it didn't show any code, just show words wif no mean<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd--><br><!--QuoteBegin-charlie+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (charlie)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->he'll probably save it as 600pagebook.bmp<br><br>400gb file plzkthnx<!--QuoteEnd--></td></tr></table><div class='signature'><!--QuoteEEnd-->