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  #1  
Old 01-03-2007, 02:34 AM
John Adams
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Join Date: Jul 2006
Posts: 1,552
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Welcome aboard, ArChron

It is my best guess that the Live servers do more of a polling cycle that updates the clients as things are added or subtracted. I am confident the Emulator does not do this for various reasons; one being bandwidth. Not sure the original designers wanted their servers spewing tons of updates per second for merchants. I also haven't looked directly at merchant code, but I am sure it could be done. There are plenty of other things in the Emu that send updates to the client when things happen (like your buddy dying).

Maybe it's something we just haven't gotten to yet.
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  #2  
Old 01-03-2007, 05:51 AM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
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Could be done fairly easy considering the opcodes...

theres an opcode for adding an item to a merchant, subtracting one, opening a merchant window and closing a merchant window.

so the basic framework needed to track what clients are browsing what merchants is there.
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  #3  
Old 01-04-2007, 07:11 AM
John Adams
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Join Date: Jul 2006
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Just a thought, maybe it was there, and is now broken? I rarely see devs chiming in on our speculations.
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  #4  
Old 04-11-2007, 07:35 PM
Dr Zauis's Avatar
Dr Zauis
I know how to fix that!
 
Join Date: May 2005
Posts: 447
Default Does it work yet???

Sooo...I would really love to have this feature. Has this been fixed yet/ Does the code posted work? Has anyone tried it(The code)?

If devs have already fixed..What version was it fixed?
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  #5  
Old 06-25-2007, 04:27 AM
ChaosSlayer
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Join Date: May 2007
Posts: 1,032
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i want to contribute more to this.

as of right now if you sell ANY item to a merchant which doesnt have, it will instantly appear on his list showing quantaty of 1.

HOWEVER, if you try to buy it back you will discovered that he now infact has INFINITE ammounts of them - so item sold instantly gets added to his permanent list

ANother problem I have - any potion or item with charges I buy from merchant ALWAYS has 1 charge.

If I summon the same item via gm summonitem command - it will have correct number of charges, but using the item, does not updates charges left untill i zone.

another BIG problem, that any item (not just potion) which has limited number of charges (Sceptor of Forlorn for exmaple) instantly POOFS when I use last charge- in other words any item with charges (weapons, armor, etc) automaticly expendable....

what developers think on this issues?
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  #6  
Old 12-17-2007, 02:36 AM
Diuretic
Sarnak
 
Join Date: Oct 2007
Posts: 30
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So I'm now thoroughly confused with the current state of things.

I can sell an item to the merchant. It appears. If I zone, it's gone. I'm using the MerchantsKeepItems and PersistentZoneStates variables, but I'm also using the dynamic zone launcher with 6 zones (if that matters).

Since it appears this is working for most of you, what do I need to change in my configuration to get merchants to keep their items in perpetuity?

Thanks!

D.

P.S. Since we're supposed to be migrating from the variables tables to the rules, is there a rule I'm missing?
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