56 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			56 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
Multisells contain information about "special" shops that require any kind of item to be
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given in exchange for purchasing another item.
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Items given by the player are referred to as "ingredients".
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Items rewarded by the NPC are referred to as "products"
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Each entry in a multisell can have many ingredients and many products.
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All multisell files have a NUMERIC filename which corresponds to the ID of the multisell, followed by .xml
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Multisell lists can be shown by linking them from an html using: 
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	<a action="bypass -h npc_%objectId%_exc_multisell 123456">
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OR
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	<a action="bypass -h npc_%objectId%_multisell 123456">
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where 123456 is the id of the multisell (this would show the contents of file "123456.xml")
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The difference between these two links is as follows:
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npc_%objectId%_multisell displays a FULL multisell.  That is, all of the entries of the xml are shown exactly 
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as defined.
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npc_%objectId%_exc_multisell displays an "inventory only" multisell.  That is, it looks through the player's 
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inventory for weapons and armors (not equipped) and it only shows multisell entries that have these weapons
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and armors as ingredients!
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Each multisell file defines a "list"
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A list can have the following attributes:
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1) applyTaxes
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	optional; default value is "false"
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	if set to true, then all adena amounts in the multisell are taxed (and the tax dollars go to the
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	owning castle).  Also, 5/6 of ancient adena amounts are taxed in adena.  For example, a taxable 
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	list with 10% tax, containing an entry that requires 3600 ancient adena will actually require
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	3600 ancient adena AND 300 adena!  That is:  (10%)*(5/6)*(3600)
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2) maintainEnchantment
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	optional; default value is "false"
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	if set to true and the list is shown in FULL mode, it is ignored (works as "false")
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	if set to true and the list is shown in "Inventory only" mode, then any weapons and armors defined
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	as products will have the same enchantment level as the weapons and armor that the player gave as 
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	ingredients.  For example, in an SA addition multisell, if the player gives a Crystal Staff +3, 
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	the player will receive a Crystal Staff with Body Bless +3
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TAGS:
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<list></list>                            : start and end the list
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<item></item>                            : start and end a single entry within the list
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<production id="itemID" count="amount"/> : add a product for the entry
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<ingredient id="ItemID" count="amount"/> : add an ingredient for the entry
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enchantmentLevel                         : add item enchantment level
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Sample:
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<list applyTaxes="true">
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	<item>
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		<production id="2" count="1">
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		<production id="3" count="1">
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		<ingredient id="10" count="1">
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		<ingredient id="57" count="200">
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	</item>
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	<item>
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		<production id="123" enchantmentLevel="16" count="1">
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		<ingredient id="57" count="2030">
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	</item>
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</list> |