Why wait for gros? The new python is supposed to be
compatable with the old stuff IIRC.

--- Andrew Fuchs <[EMAIL PROTECTED]> wrote:

> On 9/26/05, Nicolas Weeger
> <[EMAIL PROTECTED]> wrote:
> > When we'll have the new plugin system (*ponders
> sending in a
> > search party for gros*), I'll extend the post
> office to send
> > items to other players.
> 
> Was rednaxela doing something related to this (swig
> bindings)?
> 
> > I think it's not that hard actually:
> > * sending player drops items on a some specific
> altar/square
> 
> I think a box would be the easiest, to impose weight
> limits.
> 
> ...
> > * items get teleported to a unique square in a
> global
> > (unlinked probably?) map
> 
> A unique map could get messy.  I think it is cleaner
> just to use the
> functions provided by the python plugin to store the
> items in a
> seperate file.
> 
> ...
> > If many items are sent this way, then maybe the
> check on
> > whether a player has or not items in the unique
> map could be
> > skipped, and simply a message sent when items are
> sent.
> > (because each time a player connects you need to
> open the
> > storage map, check items for one having the right
> custom_name).
> 
> Again, using a file would probaly be cleaner imo.
> 
> > Also, there could be fun things to do with that:
> > * pay item-price/10 + item-weight/10 for standard
> send, but,
> > alas, probability to lose the item is ~10%
> > * pay item-price, item is either sent or you get
> item-price *
> > 5 indemnity (~1% chance)
> > * delivery takes time
> 
> Just have items randomly "get lost" for a period of
> time, but allow a
> decent amount of cash to be dumped on "first class"
> delivery of some
> sort.
> 
> > * receiving player pays some fees based on
> distance between
> > the 2 post offices (hard to compute distance,
> though)
> 
> Hmm, courrupt post offices in some areas, maby.
> 
> --
> Andrew Fuchs
> 
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