[crossfire] [Re]Player Owned Shops

2006-03-19 Thread Alberto Sáez Lodeiros
I think this is a good idea. The problem of hihg leveled items to be sold at low plat, can be solved relatively easy: I dont know how the source code does this, but the idea is this: all items have a value (or variable, i supose) that store the selling prize in normal shops. So, you can set the

Re: [crossfire] Player-owner shop proof of concept

2006-03-19 Thread Miguel Ghobangieno
Player-owned, shortened form P-owned :) I think you should beable to set the buying price if you own the shop. --- Nicolas Weeger [EMAIL PROTECTED] wrote: But i'm afraid what happens when high lvl players sell quest items for very few platinums, and so soon many low level players maybe

Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Robin Redeker
On Sun, Mar 19, 2006 at 01:39:12PM +0100, tchize wrote: Price in real shops depends on charisma of buyer and a shop expensiveness factor set in shop maps. I suppose in player owned shop, you don't want a price to change depending on charisma, and so you can't check a minimum value easily.

Re: [crossfire] [Re]Player Owned Shops

2006-03-19 Thread Mark Wedel
Could a little more detail on this process be given? Looking over the patch to see how it works leaves me with a few questions. It seems to me that the patch in question lets the owner set whatever price, but doesn't actually pay the player who sold it anything? Is the correct? If so,