I don't personally know of anything in the custom editor to achieve this, And I haven't seen anything skimming the plotscripting dictionary. But there may a be a way to do it, or simulate it using custom menus... Not sure...
I'm still learning and figuring things out myself, so I'm sorry I can't be of more help. If I think of anything clever, I'll let you know. But I bet someone here, more learned than I has a good idea.
In any case, best of luck
Urkelbot666 wrote:I don't personally know of anything in the custom editor to achieve this, And I haven't seen anything skimming the plotscripting dictionary. But there may a be a way to do it, or simulate it using custom menus... Not sure...
I'm still learning and figuring things out myself, so I'm sorry I can't be of more help. If I think of anything clever, I'll let you know. But I bet someone here, more learned than I has a good idea.
In any case, best of luck
A crude way to pull this off might be to have a "yes/no" textbox appear when you speak to the shopkeeper. Instead of Yes and No you could replace these with Build and Exit. If Build is selected then use code to bring up the build menu or whatever you have in mind. If Exit is selected then nothing happens and you may leave.
Otherwise you could make a custom textbox too.
I also considered you could perhaps use plotscripting to temporarily replace the Buy global text string with Build instead, then change it back upon leaving the shop... but I couldn't figure out what function in the plotscripting dictionary you'd need to do this. Perhaps it's not possible this way... I could be wrong though.
This is easy to do, all you need to do is make a custom menu. If you look into the Edit Menu options I'm sure you'll be able to figure out what you need to do.
sheamkennedy wrote:I also considered you could perhaps use plotscripting to temporarily replace the Buy global text string with Build instead, then change it back upon leaving the shop...
sheamkennedy wrote:I also considered you could perhaps use plotscripting to temporarily replace the Buy global text string with Build instead, then change it back upon leaving the shop...
This is so unbelievably convoluted I love it.
Haha thanks. I guess I think outside the box... though this sort of logic can run people in to many other buggy issues.
Also I did suggest custom menus. For some reason I thought Rab was trying to avoid this since they didn't seem satisfied with Urkelbot's mention of it.
This is easy to do, all you need to do is make a custom menu. If you look into the Edit Menu options I'm sure you'll be able to figure out what you need to do.
Guys... what are you even telling this dude?
Hey, that's what I said in the first place!!! .... just kidding
I try to help, but you've got a point, it's kind of like the blind leading the blind hahaha
This is easy to do, all you need to do is make a custom menu. If you look into the Edit Menu options I'm sure you'll be able to figure out what you need to do.
Guys... what are you even telling this dude?
The custom menu option is not entirely intuitive, at least not without some scripting.
What you're gonna want to do is create a custom menu for that NPC. You can do this through the Edit Menus menu in Custom, and can assign that menu to an NPC through a textbox conditional, just like you would for a regular shop. You should be able to emulate most of the functionality of the shop through the default menu stuff, but for your BUILD shop, you're gonna have to be a little tricky. Write a script featuring the UseShop command, and have your Build menu item run that script. [/url]
Spoonweaver wrote:I know you all mentioned it, but then you went on to say stuff like it was impossible or you'd need convoluted scripting to achieve it.
I don't know that I'd call changing a string a convoluted scripting request. If you could say "$Buy := "Build"" when talking to one NPC, that'd be a super easy solution, and one I'd encourage anyone to use. The only thing bad is that we don't have a command to do that, forcing the more round-about approach of duplicating existing functionality.
Ah ha, too many people to quote and thank individually!
So thank you to all, I can now customise weapons using the build tool in forge shop menu! - exactly what I wanted.
I've only been going at this for about 2/3 weeks with absolutely zero background in it before but I have posted some screen shots of parts of my game so far - I posted them in the 'post pictures of your graphics'. There will be a playable demo (about 1 1/2 to 2 hours game play) posted in a week or so.
Thanks to everyone again!
Last edited by RabMoghal on Wed Dec 10, 2014 10:59 am, edited 1 time in total.
Spoonweaver wrote:I know you all mentioned it, but then you went on to say stuff like it was impossible or you'd need convoluted scripting to achieve it.
I don't know that I'd call changing a string a convoluted scripting request. If you could say "$Buy := "Build"" when talking to one NPC, that'd be a super easy solution, and one I'd encourage anyone to use. The only thing bad is that we don't have a command to do that, forcing the more round-about approach of duplicating existing functionality.
I'm surprised there isn't a way to do this with scripting already. I think having something like this would be extremely useful for this amongst many other things. This could allow for having 100's of different styles of shops without having 100's of custom made menus, also could allow for currency exchange within the game using a conversion formula and replacing $ with £ for example thus allowing cash to display properly in game based on currency held. I can see endless uses for this the more I think about it.