Particle's Custom RPG
PCRPG Development => Development => Topic started by: Anonymous on November 19, 2002 06:15 am CST
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I was playing Diablo 2 the other day and my pampered self thought, "Geez, trading in trpg sure is stinks...some people just aren't trust worthy!"(corny,eh?) Well, I thought hard for a moment (then farted) and came to a cool conclusion. A trade screen for tribes rpg!! Use the inventory screen as a start for the GUI,my idea is a little something that looks like this:
(http://http://www.geocities.com/ctchrono/tradescreen.jpg)
It seems geocities doesn't like remote linking of images, I'll put the image in the webalbum in a little bit
Amount is a text input field saying how many of the item you want to trade or take off the trade list.
The boxed xxxxx is the amount of coins you'll offer, xxxxx is the amount the person you're trading with offers
The two words confirm are a double confirmation check. so you can think over the trade before doing it or if an error was made.
I forgot to put a cancel button in there
Even something remotely like this would be awesome...
Extra features
- Players are frozen during trade, they can't move or be moved
- Immune to steal, pickpocket, and mug
- Only can be done in town
- Timer cancels trade after period of inactivity
budman types
#trade dudeman
dudeman gets:
Budman wants to trade, YES/NO?
dudeman types
YES
*trade screen pops up*
Ahhhh...so anyone want to expand upon this, I know nothing about scripting... we need a GUI nazi.
Hope this could be in 4.00 ;D
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Hmm... sounds good, but I have no idea if you can do that with scripting...you probably can, though :P
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Yes, it can be done. Quite a bit of work probably though.
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You should be able to find it in the PCRPG album...
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/me just walks off laughing at the stupidity of some people.
ha, thats about the simplest thing i have heard to code in a long time.
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HAHAHAHAHA the funnyest part is i know hack irl and he typed THAT IN CLASS ROFL god he cracks me up hes in the same class's as me............. :o
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eViL, then you obviously aren't thinking on the same plane as me!
I'm talking trading like AC2. =)
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particle, i am not here to think about other games, and nor did i ever say i was ever thinking of one game in general when i said that. overall, that would be easy to code, its just how much can be automated by the server and how much interaction do the players need
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Yes, it can be done. Quite a bit of work probably though.
/me just walks off laughing at the stupidity of some people.
ha, thats about the simplest thing i have heard to code in a long time.
When you laugh at my "stupidity" when I am correct, then I get angry. It WOULD be a lot of work for me, as I do other things and would want to make the damn thing as awesome as I possibly could. When I make a statement, it's not exactly nice to contradict me when you don't know what I am thinking/referring to.
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no particle, i just know how you think, it WOULD be damn easy and damn awsome when it gets done, it doesn't take a damn genuis to code this one and make it damn awsome
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Want to get started on the trade screen? We'll need real icons for all the items, a new GUI that's transparent in the middle of the screen with buttons for accept and cancel. Input fields below both player's trade items with a quantity bar. We'll also need a "value-counter" field for each of the inv's. Beyond that, we need a description area for all of the items. Click one and it tells you what the item's stats are - yet another part of the GUI. Now me, I don't know the first thing about GUI's. I can make the trade code with little trouble, but making all of the graphic elements for the screens it something I just couldn't do without a lot of trouble.
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Hrmm...
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Not trying to imply anything, don't want to get mixed up in this, but I'll go ahead and make the code for you. It seems like a good idea.
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Ok, this forum doesn't like my browser :|
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Perhaps the opposite?
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The GUI would most likely be the hardest part... you don;t need ot have the GUI display theitem info.. just when you click on it, it will pop out a text box like it does for #w... infact it will just call #w itemname for best operation.
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When I plan, I plan big. The argument was between myself and eViL. He didn't understand what I was talking about.