[crossfire] Player-owner shop proof of concept

Nicolas Weeger nicolas.weeger at laposte.net
Sat Apr 1 14:51:29 CST 2006


Hello.

Here is the second version of my player-owned shop package.

The shop's tiles should certainly be unique to keep items, else players
may be annoyed by their loss :)

How that works: the tile in (0, 0) is unique, and the floor, through
keys/values, stores information concerning shop's owner and account (sum
of sold items).

Owner has a private room, where he can set a price for items (which then
get the unpaid flag set), and get money from sold items (commands to say
near table are "sell", "account", "get". "buy" will buy shop if no one
has it already - i think you can buy it again lol)

At first, shop is free to buy, so anyone can enter the owner's room, and
say "buy" to buy. Price is 2000 platinum, arbitrarily :)

Please note that those Python scripts will *not* work for now as I had
to tweak the plugin system. Sourceforge'CVS being down I can't yet commit :)

Also, the price estimation seems quite weird - you set the price to eg
2000 silver, and player will pay ~500 platinum :)
I suspect it's due to the query_cost and such functions using charisma /
shop specialization / ...

It's not a really clean thing, but it does work for now. Feel free to
comment / tweak it to suit your needs.

Nicolas

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