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

2006-04-03 Thread Mark Wedel
Nicolas Weeger wrote:

 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 / ...

  yes.

  Presumably, shop specialization could be turned off, or made equal for 
everything, fixing that problem.

  IIRC, the value of the object is largely its sell value (with various 
adjustments), buy price is higher.

  I'm also not sure how you deal with multiple items (too lazy right now to 
look 
at the patch).  If I have 20 arrows and set the price to 5000 sp, is that 5000 
sp for all 20 (250 sp each), or 5000 sp each?  You could get odd effects with 
that also.

  I'm also not sure if it being on the shop floor may set the identified flag - 
if for example you set the price to 2000 sp, but that is before it is 
identified, then once identified, the price could go up quite a bit.  IIRC, 
unidentified items only get pennies on the dollar (silvers on the platinum?)

  The real fix for all this would be to add an object flag like 
'flag_true_cost', which causes the buy/sell code to use the op-value without 
modifying for various things, basically like the gem code (but with just a 
minor 
increase/decrease for buy/sell, but a fixed amount, so you couldn't sell 
something for the same price you bought it).  Perhaps even use a key/value in 
the object itself to denote that rate?

  this I think also fixes other problems, in that price is also tweaked based 
on 
other attributes of an item - wands are basically pro-rated based on the number 
of charged.  So if the seller set the price for a wand with 10 charges to 10 
platinum, the query_cost would effectively reduce that to 2 platinum since the 
wand only has 20% of its potential charges, etc.

  I'd think that for this code, when you set the price, the player doing so is 
already taking all that into consideration and doesn't want the code further 
mucking with the values.


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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 run
  around with those stuff... Or high level players
 sell stat potions
  very cheap so low level players have full stats
 very soon.
 
 Well, right now you can simply give a weapon to a
 player, so it's not
 that different :)
 Also, don't forget there is the item level, which
 should prevent low
 level players from using too powerful equipment.
 
 Nicolas
 
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[crossfire] Player-owner shop proof of concept

2006-03-18 Thread Nicolas Weeger
Hello.

I just made a small proof-of-concept of player-owned shop, attached to
that mail. Just a map and 2 Python scripts.

Basically: mark an item, go to the table, say sell price in silver
coins, then drop the item anywhere.

To buy, it behaves exactly like a regular shop (well, right now, if you
don't have enough money to exit, you'll stay on the mat, but apart that
it's ok...).
Only use top mat to buy, as I didn't hook the script to the bottom one.

Note that you can sell for any price, but when bought the price is reset
to real price - don't ask me why I did that, I guess I don't want prices
too strange.

Things I'm thinking to improve:
* concept of shop owner
* put paid money in a pile owner only can pick (obvious)
* regular fee for shop to be opened (equivalent to paying an employee to
run the shop?)

Not putting it on tracker, as I want comments and will improve/change in
the next days/weeks at most (so it won't be lost :p)

Nicolas


player_shop.tar.gz
Description: application/gzip
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