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  #1  
Old 01-20-2013, 04:20 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
Default Is this possible?

This may sound stupid, but I was curious if it were possible to setup and NPC in a hub zone, where you can hand it an item and tell it a price and it will auction it for you, via a #randomauction command to players out and about as to not spam other players. And in order to purchase the item you have to inspect them like a bazaar trader and buy it, and then the money is put into the original owners bank?
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  #2  
Old 01-20-2013, 07:56 PM
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Tabasco
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Join Date: Sep 2009
Posts: 269
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I don't know how the client would respond to a trader request outside of a bazaar 'water' area, but I can speculate that they had you stand still in a stall for a reason. Someone with more knowledge of client behavior might have some insight on using existing merchant functionality.

On the other hand, players could spawn an NPC with their wares in a defined area (you could use perl to establish that in a zone) and other players could hail that player's merchant for items and prices, not unlike many Asian MMO's.

I took the route I did because even with saylink menus the interface is going to be clunky and I wanted people to be able to buy and sell without logging into the game. In fact, the bulk of the commerce on my server is done while people are at work.

At the very least I have a good chunk of item validation code that you would need if players are going to be able to do inventory management through an NPC and the quest system.
If you can lay down a better overall design for the behavior you're wanting I would be happy to help.
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  #3  
Old 01-21-2013, 02:33 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
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Thanks Tab im trying to learn as much stuff as I can because as you can tell im fairly new to all of this coding and stuff. Ill be happy when i finally learn the adventure / task quest type stuff haha.

But im just gonna keep fiddling around with it until I can get a better understanding of what im doing.
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  #4  
Old 01-22-2013, 12:16 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
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I know I ask for alot of help but im trying to learn lol, but can anyone help me or tell me how to set a qglobal up to increase level limit based on progression?

For instance, im locked at 50 right now but I dont want the people that have advanced to kunark to not be able to level up to 55 and so on.

Im gonna make it in quest form so that once item XXX and XXX are turned in he is now flagged to level higher.
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  #5  
Old 01-22-2013, 12:27 PM
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Tabasco
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Join Date: Sep 2009
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From the changelog:
Quote:
==10/31/2012==
Akkadius: Added the ability to govern player max levels through the source per character. It will look for a qglobal named 'CharMaxLevel', type 5 qglobal, if the rule is enabled and the character flag is set, they will not be able
to pass that level.
Optional SQL: utils/sql/svn/2243_optional_char_max_level_rule.sql
That sounds like exactly what you're after.
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  #6  
Old 01-22-2013, 12:30 PM
Maceblade
Hill Giant
 
Join Date: Jun 2010
Posts: 231
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indeed it does now if I can figure out how to use/access it lol.. thanks Tab
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