Game Development Reference
In-Depth Information
Essentially, Shop Processing allows you to create a list of items that the shopkeeper will then sell in-game.
Double-click to add a new item. You can also set the item price here, if you want it to differ from the standard.
The check box at the bottom allows you to create a shop that disallows selling. Here's a simple example of how the
item shop NPC event could look like:
@>Text: -, -, Normal, Bottom
: : What can I do for you, sir?
@>Shop Processing: [Antidote]
: : [Potion]
: : [Dispel Herb]
: : [Hi-Potion]
: : [Stimulant]
: : [Magic Water]
: : [Elixir]
@>
In the same way, you can use a similar event for the weapon and armor shop NPCs. As for the innkeeper, there's
no Inn Processing equivalent in the event command list, but Inns are a Quick Event. Clicking the Inn Quick Event will
bring up the following window (Figure 4-10 ).
Figure 4-10. The Inn Quick Event
Rather unassuming, isn't it? Select the character graphic that you designated to be your innkeeper, change the
cost of staying the night if you wish, and then click OK. Next, take a look at the event that was created. Quite a few
things in there, aren't there? The most important thing to note is the pair of screen fade commands. When the player
pays the innkeeper for the room, the screen fades out, music is played, and then the screen fades back in. You could
use a similar fade-out/fade-in coupling to add Noah to the player's party without showing the event disappearing
simultaneously (as that would look clunky, at best). So, let me explain how I laid out the events I required.
The barkeeper
1.
Right-click any square behind the counter of the drinking bar and create the
new event.
2.
Create a conversation between Eric and the barkeeper whereby a switch is
turned on after the player accepts the quest.
 
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