Difference between revisions of "Place Merchant Tent (Ability)"

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= Ability Breakdown & Details =
 
= Ability Breakdown & Details =
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Tell me about those Tent things: I thought you would never ask. The right to place a Merchant Tent is granted to a Merchant at Efficiency IV. The the tent may be purchased from an architect. The tent comes in three colors (Brown, Green, and Grey) and can be placed on any build able planet. The tent takes up 1 user lot and holds 75 items. The tent is meant to be a public building so you cannot make it private. You can however put an access fee on it and declare it as your residence. The tent is large enough to hold 6-8 NPC vendors or 4-5 terminals. Anything in the stockroom on any of your vendors can be put up for sale on the vendor it is on. You cannot use the stockroom to transfer items from one vendor to another or to retrieve items from vendors other than the one you are using. Sometimes you are allowed to withdraw items from a vendor that is physically close to the vendor you are operating from, but this does not work all of the time. The best rule is that you must go to the vendor where the item is actually held in order to retrieve it.
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Revision as of 05:01, 7 September 2007

Ability - Place Merchant Tent

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Description

Gives the merchant the ability to place a unique looking tent from which to sell goods.

Command: /command
CommandQueue Entry: CommandQueue Link Goes Here

Related Tags

0% This document has not been started.

Ability This document relates to Player Abilities.

Merchant This document is related to the Merchant Profession.

Ability Breakdown & Details

Tell me about those Tent things: I thought you would never ask. The right to place a Merchant Tent is granted to a Merchant at Efficiency IV. The the tent may be purchased from an architect. The tent comes in three colors (Brown, Green, and Grey) and can be placed on any build able planet. The tent takes up 1 user lot and holds 75 items. The tent is meant to be a public building so you cannot make it private. You can however put an access fee on it and declare it as your residence. The tent is large enough to hold 6-8 NPC vendors or 4-5 terminals. Anything in the stockroom on any of your vendors can be put up for sale on the vendor it is on. You cannot use the stockroom to transfer items from one vendor to another or to retrieve items from vendors other than the one you are using. Sometimes you are allowed to withdraw items from a vendor that is physically close to the vendor you are operating from, but this does not work all of the time. The best rule is that you must go to the vendor where the item is actually held in order to retrieve it.


Ability Flow

<graphviz> digraph G {

       rankdir = LR;
       node [shape=record, width=.2, height=.2];
       node [width=1];
       node1 [color="#929292", label = "Step 01", style="bold", fontname="arial", fontcolor="#929292", URL="Test101"];
       node2 [color="orange", label = "Step 02", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test102"];
       node3 [color="orange", label = "Step 03", style="bold", fontname="arial", fontcolor="#458CAF", URL="Test101"];
       node1 -> node2:w [color="#929292"];
       node2:w -> node3:e [color="#515FCA", constraint=false];

} </graphviz>

System Messages

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

SUI Prompt

ID Path Filename Trigger Window Title Window Description Button1 Label Button2 Label Button3 Label
1 /path/goes/here filename.stf Internal SUI label SUI Window Description SUI Window Label SUI Button Label SUI Button Label SUI Button Label

Combat Chat Spam

ID Path Filename Trigger Player Message1 Player Message2 Other Player's Message

ID Value

/path/goes/here/

filename.stf

internal_command_string

System Message Text

test

test3

Fly Text

ID Path Filename Trigger Message
ID Value /path/goes/here/ filename.stf internal_command_string System Message Text

Formula(s)

  • 1 + 1 = 3
  • 2 - 2 + 2 = 3

Source References

Source Source in Context
Source1 somelink1 Source1
Source2 somelink2 Source2

Ability HAM Costs

Modifier Value
Health Cost 0
Action Cost 0
Mind Cost 0
Force Cost 0

Ability Multipliers

Modifier Value
Health cost 0
Action cost 0
Mind cost 0
Force cost 0
Damage 0
Delay Time 0