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In response to Elorien
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That wouldn't exactly work because I have like 20+ plots. That is expanding and will expand.
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In response to Exadv1
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Exadv1 wrote:
Question on Keys. With my code, you could do something like this: obj/key This should place a copy of the key in the owner's inventory. To keep people who own copies from making copies themselves, I put in the above snippet of code that checks to see if usr is the person who owns the key. The code is a little simplistic, since you'd probably only want copies made at a locksmith's shop, but you get the basic idea. Lummox JR |
I haven't read through all of the posts (yet) but here's how I have done it in the past with a little improvision...
You go to the land that you know is for sale, you use a verb which then references the land with an object (preliminary deed) which can be traded to someone else or whatever. There can be fifty of these pieces of paper floating about, doesn't really matter. The land is just referenced by location (X,Y,Z) or area, however you're doing it. You take the paper to the deed office, tell the deed officer you want to buy the deed for this land. The deed officer checks to see if the land has been purchased since the paper was created. Once the deed officer checks to ensure that the land is not owned, the land is sold to the player (variable on the turf or area referencing the player). The player is now the proud owner of the piece of land. The player goes back to the area or turf that he just purchased. The turf itself (by type) determines what can be built on it. A mountainous area for example might give the player the option to build a mine if the correct materials are nearby while grasslands might allow the player to start farming. Any sort of structure requires that nessisary materials be dedicated to the land. I tracked these by more variables (cords of wood, lbs of iron, etc) once the player brought the material to the site and dedicated the materials through verbs (the materials were just deleted and added to the variable counters). I used this same concept for housing - once the materials were dedicated, the player could then say "X number of workers that I have hired will now build a stone wall on this turf". The turf itself contains the verb and only allows the verb to be available if the player owns it and the materials are available (X lbs of stone and at least one worker). The number of workers dedicated the project determines how many hours before the project is completed. |
In response to Gabriel
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I handled the transfer of deeds by going back to the deed officer (both players had to be available although you could code around this) and transfering deed ownership. Fairly simply...
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In response to Exadv1
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Itd still be easier then having a thousand and one vars per plot, that -all- have to be acessed or messed with to get what you want done O.o;
*shrug* Oh well ^_^ Its your project. ^_^ Elorien |
In response to Lummox JR
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How would I add the area plot to the deed like I mentioned earlier.
how would I check variables made in the area. I think I mentioned these earlier but I am not sure. |
In response to Exadv1
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Exadv1 wrote:
How would I add the area plot to the deed like I mentioned earlier. Try something like this: obj/item/landdeed You can add other code to show when this deed was created, who it originally belonged to, and who it was transferred to and when. how would I check variables made in the area. I think I mentioned these earlier but I am not sure. Not sure what you mean here. Lummox JR |
In response to Lummox JR
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Every area has variables like price and size so how can I get it so the seller mob can access the variables in the area.
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In response to Exadv1
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Exadv1 wrote:
Every area has variables like price and size so how can I get it so the seller mob can access the variables in the area. Oh, that shouldn't be too hard. Try something along these lines: mob Now, I should warn you that that interface is deeply flawed; the seller might take a long time to answer, or an annoying buyer might make an offer over and over just to keep sticking the seller with input boxes. A better way would be to add something to the stat panel to check on pending buy offers, and use the mini-browser to review, modify (like to haggle over price), and finalize the transaction. Still, the code to do that would be a little long to post here, and having done nothing of the sort yet myself I couldn't really offer the example anyway. Lummox JR |
In response to Lummox JR
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Oy, Lummox, you sure like to write everything on one line. =)
Have you tried using the '\' after a sentence to carry the current line over to the next? It makes code much more readable, in my opinion. |
In response to Lummox JR
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But how would I buy th ploe outright if the names of the plot area's are
plot1 plot2 plot3 plot4 plot5 ... |
Here isd the faulty code. If you need more code tell me. Excuse the indentation the HTML messed it up.
mob/landdeedseller |
In response to Exadv1
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It seems to work but you never end up recieving the deed.
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In response to Exadv1
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Here is another problem, these lines
verb//POH verbs Nevermind the error was an indentation one. |
In response to Exadv1
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Ignore the search for money types I have decided to stick with a currency for now.....
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Instead of basing the code for buying / selling / whatever on the -map-, why not make an NPC standing outside the buyable turf, that will tell you if the areas been boughten, and if not how much it is. The NPC could then let the person who bought it into the turf, as well as anyone that the owner wanted to let in.
Just a thought ^_^ Another way to go about it perphaps. Then you could drop a bunch of vars, as well as make it so the code wouldnt have to go through -all- the vars -every- time someoen goes go buy a plot, itd just go through the ones for that plot when requested, and no others.
Elorien