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ID:153666
Jun 3 2003, 6:13 pm
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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?
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Every so often, (random time span) shopkeepers restock with a random set and number of items.
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In response to DarkView
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I just remembered a system I havent seen in quiet some time. The old grab an item off the ground and take it to the shopkeep to exchange it for goods and or services trick.
The original Zelda game for Gameboy used it. Just make sure that people cant walk off without paying, they cant use the items in store, you have walls on the shops, and you have a organise proc too put things back when they are thrown on the floor. |
In response to Jon88
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You also have a HUD inventory and you can drag items from a stat panel inventory of theshopekeeper into your own, thus buying it. Selling is when you drag if from yours into his.
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In response to Maz
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Runescape style? I liked that system, cause it's easy to see what there is and what you have.
[O.T] I think there should be some way of adding a Deus Ex style inventory system. |
In response to Hazman
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Castle of the Winds style! :D
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In response to Hazman
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I refer to that type of system more as the X-COM system, because X-COM was really the first one to use it. (Of course, now I figure some person that's older than me will point out some Commodore 64 game or something that I've never heard of to prove me wrong.) =)
I had a bare (browser-based!) implementation of it for CATs, but I never got around the problem that it allowed you to overlap things. I could have, but never invested the time to do so. |
In response to Maz
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Regardless, how could it be done with BYOND?
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In response to Foomer
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How can a CotW style shop be done on BYOND? Just use the browse() proc, then instead of dragging you click an item once, it changes your cursor to its icon, then you click the target destination.
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I just use the input proc. It doesn't work to well, but I'm making a different game where the shopkeepers are somewhat more interactive. (sell wood to a furniture maker, come back in a while, and he has some furniture to sell) A trading game, basically.
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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? Quick and simple. I'd just prefer a buy verb that just takes advantage of the auto-completion features of the BYOND prompt. That way I can macro up items I buy frequently and don't have to bother going through annoying menus. But a nice pretty listing of the items availible with descriptions and costs in a browser would be real conveniet for deciding what's good before you know the inventory. |
In response to DarkView
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Dont think its possible using the browser, I think using the HUD is the way forwards in that you can drag objects using that. Browser would demand that Jon does a large amount of work :)
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In response to Maz
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Lots, and lots, and lots of work :) You can drag and drop stuff in browse() windows however.
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One system that you had for Ensya, which I actually like, was a verbal system. If you expanded on it to make it a full-fledged system (rather than current alerts and whatnot) then it would be very fun.
Spuzzum: "Hello, shopkeep! I'd like to buy a yaddayadda gem, please." Shopkeeper: "Yaddayadda gems sell for 20 credits. Do you still want one?" Spuzzum: "Yes, of course." Shopkeeper: "Okay! Here you go." You give the shopkeeper 20 credits. The shopkeeper gives you a yaddayadda gem. Spuzzum: "Can I buy a foobar gem, too?" Shopkeeper: "Foobar gems sell for 1000 credits. Do you still want one?" Spuzzum: "Heck no!" Shopkeeper: "Okay." The problem might lie in the fact when people want to make bulk orders and stuff like that: Spuzzum: "Can I buy 50 yaddayadda gems?" Shopkeeper: "Yaddayadda gems sell for 20 credits. Do you still want one?" Spuzzum: "No, I want 50, not one." Shopkeeper: "Okay." [brief silence] Spuzzum: "Well?" [brief silence] Spuzzum reports a bug: The shopkeeper said he'd sell me fifty gems, but didn't. ...when in actuality, the shopkeeper identified the "no" and thought that Spuzzum cancelled the order. |
In response to Spuzzum
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Just throw in a;
Shopkeep: "How many would you like?" Spuzzum: "50 thanks." Shopkeep: "Ok, that comes to 1000 credits. Do you still want them?" Spuzzum: "Yeah." I get what you mean though, but having the shopkeeper hard of hearing is probably still better then a lame input proc. Just make sure that any transactions are reversable, so if you do confuse the shopkeeper you can fit it up. |
In response to DarkView
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I don't know, I'm becoming rather fond of those lame input procs.
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In response to Foomer
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But they are so cheesy. I wish I had some dimes so I could just bribe you to use a non-input() system. Its getting tempting to just make you up a complete salesman system.
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In response to DarkView
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I wouldn't stop you.
It would be simple enough, it seems, to make a browser based system just using buy and sell verbs. You can provide all the information you need about individual items in the shop that are for sale (You could even make use if iframes to to store the list of objects, and the information about each on the same window without loading it all at once.) And the sell verb could show a list of all objects in your inventory, and what the shopkeeper is willing to pay for them, if anything at all. Or maybe it just lists things that he'd be willing to buy. Stick some Buy or Sell links next to each object, and you're all set. However, I'm too lazy to do that. |
In response to Foomer
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Ok, give me the names of all the variables involved, their uses, and I'll see about making something for you.
[email protected] |
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I also like either browser or statpanel based shopkeepers, but thats because I generally hate the input() proc.
One thing that you should do is make it so that when shopkeeper/New() is called, it scans the loc for items then picks them up to sell.
That makes it a lot easier too edit what they stock via the map editor.