[crossfire] Improved post office idea
Mitch Obrian
mikeeusaaa at yahoo.com
Mon Sep 26 12:19:39 CDT 2005
Why wait for gros? The new python is supposed to be
compatable with the old stuff IIRC.
--- Andrew Fuchs <
fuchs.andy at gmail.com
> wrote:
>
On 9/26/05, Nicolas Weeger
>
<
nicolas.weeger at laposte.net
> wrote:
>
> When we'll have the new plugin system (*ponders
>
sending in a
>
> search party for gros*), I'll extend the post
>
office to send
>
> items to other players.
>
>
Was rednaxela doing something related to this (swig
>
bindings)?
>
>
> I think it's not that hard actually:
>
> * sending player drops items on a some specific
>
altar/square
>
>
I think a box would be the easiest, to impose weight
>
limits.
>
>
...
>
> * items get teleported to a unique square in a
>
global
>
> (unlinked probably?) map
>
>
A unique map could get messy. I think it is cleaner
>
just to use the
>
functions provided by the python plugin to store the
>
items in a
>
seperate file.
>
>
...
>
> If many items are sent this way, then maybe the
>
check on
>
> whether a player has or not items in the unique
>
map could be
>
> skipped, and simply a message sent when items are
>
sent.
>
> (because each time a player connects you need to
>
open the
>
> storage map, check items for one having the right
>
custom_name).
>
>
Again, using a file would probaly be cleaner imo.
>
>
> Also, there could be fun things to do with that:
>
> * pay item-price/10 + item-weight/10 for standard
>
send, but,
>
> alas, probability to lose the item is ~10%
>
> * pay item-price, item is either sent or you get
>
item-price *
>
> 5 indemnity (~1% chance)
>
> * delivery takes time
>
>
Just have items randomly "get lost" for a period of
>
time, but allow a
>
decent amount of cash to be dumped on "first class"
>
delivery of some
>
sort.
>
>
> * receiving player pays some fees based on
>
distance between
>
> the 2 post offices (hard to compute distance,
>
though)
>
>
Hmm, courrupt post offices in some areas, maby.
>
>
--
>
Andrew Fuchs
>
>
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