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Command: give or trade

Posted: Mon Feb 07, 2005 9:36 pm
by bort
There should be a command that allows you to give to a player that is next to you an item.
The reason for this is lets say that player a wants to give player b an artifact to be nice. Player c sees this, knocks b down, and steals this.
Although a DM might interfere, this would cause headaches and waits for both the DM and players. So I have an idea of either a trade or give command; or a map that allows trade between two players that fences them off during the transfer.

Posted: Mon Feb 07, 2005 11:47 pm
by Rednaxela
I think this is a great idea. :D A command would be nice, but the map would likely be easier to implement. The only problem I see occuring with a trading map (and there is also the same problem with betting in the arena) is that by left clicking the area, you can't see the number of items (really annoying with plat) and only whether it's plural or not.
Another problem I see with the gate, it that a really fast player using a smart keybinding, could get the stuff and get back out while the gates are closing, so perhaps doing something like using a teleporter to get between the item dropping area and the lever, and make the lever disable the teleporter right away

Posted: Tue Feb 08, 2005 12:10 am
by Salathar
I think there is already a map in the mlab map pack that allows what should be secure and fair interplayer trading. It's implemented with a big enough number of gates and switches that it would not be possible even for a really fast player to cheat. It would also not allow a third person to interfere.

The most common occurence is when one is exchangeing items in the Scorn square and since it is a very popular and easy to meet place there is a good chance that some player may be running though the square with autopickup on, and not even notice grabbing someone else's stuff.

The world is realy big: there are plenty of places to meet, matter of picking your favourite one :)

Posted: Tue Feb 08, 2005 1:08 am
by Zephyrus
But standing next to another player and typing "give chaos sword to <bob>" and then "confirm exchange with <bob> 123" would be quicker, possibly. Trade maps would help with those really high level sales, but no one would bother going in just to hand someone else a life potion. Instead, they do this in Scorn, and it (possibly) gets messed up.

Posted: Tue Feb 08, 2005 1:50 am
by Rednaxela
Zephyrus wrote:But standing next to another player and typing "give chaos sword to <bob>" and then "confirm exchange with <bob> 123" would be quicker...
I agree, but that might be harder to code. Then again I don't know much about the way that crossfire is internally coded

Posted: Tue Feb 08, 2005 2:45 am
by bort
A third option is to implement in the mail system that allows you to mail items. 8)

Posted: Tue Feb 08, 2005 2:55 am
by poof
Salathar wrote:I think there is already a map in the mlab map pack that allows what should be secure and fair interplayer trading. ...
Actually Scorn Sale second floor was implemented with an area for trading and charity. The entryway there is designated for just this type of activity. It is well out of the way of travelled paths and should be realtively easy to use.

Posted: Tue Feb 08, 2005 3:21 am
by cavesomething
poof wrote:It is well out of the way of travelled paths and should be realtively easy to use.
Surely these statements are contradictory?

Posted: Tue Feb 08, 2005 8:31 am
by Ryo
bort wrote:A third option is to implement in the mail system that allows you to mail items. 8)
Since the python plugin system has many functions, i'd be sure to try to implement that as a plugin first, before having fun with the server code itself :)

Posted: Wed Feb 09, 2005 12:06 am
by mikeeusa22
Mailing items is something I want too :).

The trade centers in MLAB are easy to use (one is set in scorn).
Both players put their goods in the teleport area and then both pull the levers.
Think of the thing in the arena kindof.

Also it would be nice to have some skills so that you can then target areas of the body.
Like: target head
and then when you attack you attack the persons head.
or target kneck where you would decapitate the player
or target arm and he'd loose an arm if you hit it enough and thus whatever he had in that arm would become unapplyed (or better yet fall to the ground along with his arm).