I'm wondering if anyone has put together a set of advanced behaviors that allows for a creature to function as a Shopkeeper without using up valuable acts. You know, "Give me X and I'll Give You Y."
Especially since the advanced behaviors "Drop X when I'm Holding Y" and "Give X to Z when I'm Holding Y" don't seem to work.
The best I've so far managed to pull off are these:
In this one, the Shopkeeper exchanges coins for grenades.
As I recall, the Advanced Behaviors for the Shopkeeper in this one were:
1. Drop [Coin] when Aware of [Light-Hearted]
2. Give [Grenade] to [Player] when I'm Carrying [Grenade]
3. Pick up [Grenade] when Aware Of [Light-Hearted]
4. Follow [Light-Hearted] when I'm Carrying [Coin]
5. Follow [Player] when I'm Carrying [Grenade]
6. Receive [Any] Always.
The shopkeeper is unaware of the Light-Hearted lamppost from his position near the player, and the grenades are set to respawn with a zero-second delay.
And then there's this one:
In this one, the shopkeeper exchanges a shell for a fish platter. The fish platter sits outside of his awareness range, next to a small "cashbox" building.
Advanced Behaviors are:
1. Give [Shell] to [Cashbox] when I'm Carrying [Shell]
2. Give [Fish Platter] to [Player] when I'm Carrying [Fish Platter]
3. Pickup [Fish Platter] when Aware Of [Cashbox]
4. Follow [Cashbox] when I'm Carrying [Shell]
5. Follow [Player] when I'm Carrying [Fish Platter]
6. Receive [Any] Always.
In both cases, I suppose I should probably have added a 7. Patrol behavior, as it seems to be the only decent way to get a creature to return to a specific location when he's not doing anything else, to avoid him accidentally wandering off somewhere.
Also, since there appears to be no way to prevent the player from going someplace that NPCs must be allowed to go, I'll probably have to resort to invisible regenerating deathmines and an unkillable Shopkeeper, or an unkillable deathbot set to shoot the player if he comes close to the merchandise.
As you can see, the whole setup seems pretty cumbersome. Has anyone come across a better way to make a shopkeeper exchange one item for another without using up acts?
The gold coin is one color key (it's gate is between 1st NPC and the bottle).
The bottle is a different color key (it's gate is between 2nd NPC and the red key).
Both building fronts are invisible red gates (2nd NPC is set to wander NOT give key to player).
Maybe they could hand you a key or disguised key to get through a gate and pick up a powerup. If you made three gates lined up, you could put three health powerups in, one between each. Then, the player could "buy" a total of three powerups.
Madris,Quark System,Andromida, Local Group, Local SuperClutser,Universe
I built a System That you give A small Beast a Cheiftan Staff, While you give a Merchant an axe you get from killing a Oppenet. The Beast will give you a Grenade and the Merchant and Blaster, WHich you use to destory an Epic.
I found that there is a way to make a shop clerk creature that physically goes into a teleporter, then he puts the currency, or coin in a cash box, the he picks up a grenade(just the item i chose for this adventure) then he steps through another portal and finally he gives it to you and it only takes like 4 seconds. check out this adventure and look at the shop clerk. I also made a pet clerk if you wanna make a pet. AI Adventure
Imagine ,Create ,Destroy ,That is My philosophical view of the universe. I am not religious!