documentation.txt 2.7 KB

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  1. Multisells contain information about "special" shops that require any kind of item to be
  2. given in exchange for purchasing another item.
  3. Items given by the player are referred to as "ingredients".
  4. Items rewarded by the NPC are referred to as "products"
  5. Each entry in a multisell can have many ingredients and many products.
  6. All multisell files have a NUMERIC filename which corresponds to the ID of the multisell, followed by .xml
  7. Multisell lists can be shown by linking them from an html using:
  8. <a action="bypass -h npc_%objectId%_exc_multisell 123456">
  9. OR
  10. <a action="bypass -h npc_%objectId%_multisell 123456">
  11. where 123456 is the id of the multisell (this would show the contents of file "123456.xml")
  12. The difference between these two links is as follows:
  13. npc_%objectId%_multisell displays a FULL multisell. That is, all of the entries of the xml are shown exactly
  14. as defined.
  15. npc_%objectId%_exc_multisell displays an "inventory only" multisell. That is, it looks through the player's
  16. inventory for weapons and armors (not equipped) and it only shows multisell entries that have these weapons
  17. and armors as ingredients!
  18. Each multisell file defines a "list"
  19. A list can have the following attributes:
  20. 1) applyTaxes
  21. optional; default value is "false"
  22. if set to true, then all adena amounts in the multisell are taxed (and the tax dollars go to the
  23. owning castle). Also, 5/6 of ancient adena amounts are taxed in adena. For example, a taxable
  24. list with 10% tax, containing an entry that requires 3600 ancient adena will actually require
  25. 3600 ancient adena AND 300 adena! That is: (10%)*(5/6)*(3600)
  26. 2) maintainEnchantment
  27. optional; default value is "false"
  28. if set to true and the list is shown in FULL mode, it is ignored (works as "false")
  29. if set to true and the list is shown in "Inventory only" mode, then any weapons and armors defined
  30. as products will have the same enchantment level as the weapons and armor that the player gave as
  31. ingredients. For example, in an SA addition multisell, if the player gives a Crystal Staff +3,
  32. the player will receive a Crystal Staff with Body Bless +3
  33. TAGS:
  34. <list></list> : start and end the list
  35. <item id="1"></item> : start and end a single entry within the list
  36. <production id="itemID" count="amount"/> : add a product for the entry
  37. <ingredient id="ItemID" count="amount"/> : add an ingredient for the entry.
  38. Sample:
  39. <list applyTaxes="true">
  40. <item id="1">
  41. <production id="2" count="1">
  42. <production id="3" count="1">
  43. <ingredient id="10" count="1">
  44. <ingredient id="57" count="200">
  45. </item>
  46. <item id="2">
  47. <production id="123" count="1">
  48. <ingredient id="57" count="2030">
  49. </item>
  50. </list>