In response to DarkView
icon, name, and a general "price" variable would be fine. If you're going to do it, why don't you make it a library or a demo or something. There aren't any good shopkeepers available for download.

Note, as a general rule it needs to have its own object type so the Topic() stuff doesn't interfere with any other things that the game uses.
In response to Foomer
Hey, come on now, don't say things like that -- the shopkeeper demo I have up is very well done (even if one of the shopkeeps sells silver-plated dung). =P
In response to Spuzzum
Except that the shopkeeper demo is just a demo, and doesn't come with any useful code :P At least, the one I checked out didn't.
In response to Foomer
Foomer wrote:
Except that the shopkeeper demo is just a demo, and doesn't come with any useful code :P At least, the one I checked out didn't.

It comes with code; it's in the directory.
Foomer wrote:
I'm kind of bored, and my next step to work on in my RPG is shopkeepers, because I'm tired of habing all the equipment cluttered around the map during testing. So I'm just curious to know what some of the techniques are that most people apply when creating shopkeepers. How do YOUR shopkeepers work?

Latest one I made is like the type you'd see in a lot of Super Nintendo games. Basically, you use keys to cycle through a list of items for sale.
In response to Wall04
This is how I do mine.


Html shopkeepers own.
In response to Jinjo21
You need to work on yours some more, Jinjo, so that its compatable with dynamic lists of objects, instead of hard coded ones.
IMHO, HTML/XML shops and/or speech driven shops are the best. I prefer the latter as it allows for more roleplay and slightly more realism, but the HTML/XML is probably the easier way to go (I just got my speech one working, requires a lot of string parsing).

Anyway, that's my 0.001 cent
In response to sapphiremagus
I'd love to see some more examples of how to use the XML library, if you find a way to package that as a library, I will personally kiss your key and make you a brand new pair of purple speedoes!
In response to Maz
Oooh, purple speedos :P I'll see what I can come up with ;-)
Unfortunately, I don't think it would be much use to anyone without the XML library. BYOND's been kinda spotty on downloading lib dependencies.
Maevan shops restock themselves much like dungeons "restock" themselves with critters. I have objects that handle how much of a particular type of item is available in a city, as well as manage the demand of that item in a city. Values of items in shops vary based on supply and demand rules, so essentially, you could buy a town completely out of stock of something, but that last item is going to be very expensive. Likewise, you can purchase items that are in surplus in one city then sell them where they are in demand and make a profit. For the purchasing system, when players move into the vicinity of a shop, items are spawned in the shop and are either absorbed up into shelves or left on the floor. Players can then come in and pick up these items to look at them or try them out, without doing anything that would degrade the value of the item or endanger the shop keeper. They player can then take items to a shop keeper to buy them. Mobs can also be purchased in some areas, such as pets, mounts, or slaves, these simply join your group when you buy them from a shop keeper. If you attempt to leave a shop while in the posession of an unpurchased item, you run the risk of being spotted and may get in trouble with local law enforcement.
In response to DerDragon
LOL, I can't take you seriously anymore...eversince I saw you in that one picture with that one pose...lol... I need to put that as my desktop...

just...lol...
In response to Foomer
Foomer wrote:
You need to work on yours some more, Jinjo, so that its compatable with dynamic lists of objects, instead of hard coded ones.

I thought I'd do you a favor;

http://developer.byond.com/hub/Volte/BrowserShop

~>Volte
Page: 1 2