Many items, few NPCs

What would work best?


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Level 11
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Greetings,

I want to sell many items, but only want to use a limited amount of NPCs selling them. It's a multiplayer game.

What do you think would work the best? Other ideas are very much appreciated.
 
Level 11
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Yeah I was thinking some sort of categorization.

  • Browse Equipment
  • Browse Weapons
  • Browse Misc

But then when there are more players talking to the neutral passive NPC, wouldn't it get weird? Then each player would need a separate NPC. If they could be shown to only one player or something..

Thanks for reply :)
 
Level 8
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Yeah I was thinking some sort of categorization.

  • Browse Equipment
  • Browse Weapons
  • Browse Misc

But then when there are more players talking to the neutral passive NPC, wouldn't it get weird? Then each player would need a separate NPC. If they could be shown to only one player or something..

Thanks for reply :)

Really good idea, i do even know hot to trigger that so one NPC can show differente shop set, but yes, making it work for more than one player would be a damn work. I don't know if GetLocalPlayer would cause a desync. If not, it should be simple. You give the seller a dummy (0 cost) powerup item that when bought triggers the actions that changes the itens sold. Note that it must be powerup (like a tome with 0 effects) so players with full inventory can still brownse all the shop sets. My guess here is it will not cause a desync since it will not cause any "difference" between games, so that would be totally possible, and would look very great.
 
Level 4
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Recipe system. It's easy to use, and it's not really a drag if you knew how to use it. There are a couple of tutorials on how to make recipe items via triggers.
 
Level 11
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Garfield1337, if it isn't too much of trouble it would be great if I still could add items via triggers throughout the game.

And about the recipes - yes I'll probably have some recipes for stronger items :)

Yours,
Chizume
 
Level 20
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Ok,i'll post it tomorrow.
However,the system won't be as good as i thought,there will be few aesthetical flaws,but it will work technically.
Flaws include: icon for item 'spellbook' will have index 1,after you click on 'spellbook' sellection circle will dissapear from NPC seller...and that's it i guess.
This is what i've currently done: View attachment NPC Seller.w3x
but it's yet to be improved.
 
Level 11
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Can't you use spells (channel) for the categories and the Cancel then?

In one of my maps I have a unit with an "Interact" ability. As this spell is channeled I can both see the target's spells and use them - at the same time it's not my unit and I cannot move it. I give the target unit a Cancel ability which will cancel the interaction (also works by just walking away) which means no "index 1". If I want I can also simply add items to the unit and I can purchase them. All as long as channeling the "Interact" ability. And btw, the NPC does not need any of those 'Select Hero' or 'Sell Items' abilities.

Only thing is I don't know how it would work with multiple players using it.

Don't you think this could be done with a dummy unit channeling the spell when coming near the NPC?

Tell me if you want to see it so that I can send it to you in private. I don't want to spread it to the world just yet as it is a project in progress :)

Yours,
Chizume
 
Level 14
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if your map has 1 hero by player i could make a system that would allow 1 shop to have 12 shopping lists

if player can have 2 heroes it would be a bit harder....

so would system that makes 1 shop have 12 item lists help you?

icon of list is a channel ability,when activated the dummy unit for that list is selected,
(for each item list you need a dummy unit)

(currectly i am only able to detect the player that presses the channel ability)

more : D
list from dummy unit could have 12 items but it would be canceled on right-click or ESC (tell me if 11 slots for items is enough)
you can use my system in the signature if you want item´s price visible all the time

if this is needed i should make it in 24 hours
 
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Level 19
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You could just have instead of a merchant just have a house and u go in the house and it teleports u to a player specific square and it summons the correct vendor w/ the spellbook shizzit.
 
Level 8
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Chizume, if you want i can try making the system i mentioned using GetLocalPlayer but it would need testing desyncs.
 
Level 11
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if your map has 1 hero by player i could make a system that would allow 1 shop to have 12 shopping lists

if player can have 2 heroes it would be a bit harder....

so would system that makes 1 shop have 12 item lists help you?
My map consists of 5 players where each have 1 unit which will be purchasing stuff (you could say Hero).

list from dummy unit could have 12 items but it would be canceled on right-click or ESC (tell me if 11 slots for items is enough)

11 item slots is enough per category, yes :)

You could just have instead of a merchant just have a house and u go in the house and it teleports u to a player specific square and it summons the correct vendor w/ the spellbook shizzit.

Unfortunately this would ruin the gameplay of the map - players need to be on spot. It's an idea for an RPG or such though.

And how would you detect which player pressed channel?

I figure creating a dummy unit owned by the shopping player, that way one could detect the owner of channeling unit. But my triggering skills are poor and I'm kind of guessing my way through.

Chizume, if you want i can try making the system i mentioned using GetLocalPlayer but it would need testing desyncs.

If you believe it could work I'd be happy if you tried it out. If someone could get this system working it could turn out real neat and be used in many maps.

Thanks all :)

Yours,
Chizume
 
Level 14
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the system is done but i will upload it to spell section

it can have 12 item lists
each list has number indicator
for example "List 1 Books" has number indicator 1
when you open that list you will see list of Books available in the shop and
you will see a cancel button at bottom,right corner but it also had to have a number indicator 1 :( but its not really matter....
what you should not have is list´s icon same as some item in the list
for exmaple list for rings has red ring icon,none of rings in that list should have red ring icon

btw that shoup should be big and with some nice model since it will probably be the only shop in map,because it is enough to store 132 - 144 items
 
Level 14
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Good job,you just copied my system with few changes :hohum:
but you said "We know it's simple to make a system for only 1 hero,no need to repeat."

well this one can work for every hero and player,add heroes to map if you want to check
(you know that spells have to be MUI and this on is,and i think its more simple to use because you dont need to use hashtables )

I've got the idea of how it might work. Hold on,i'll make it soon.

so after my system you have the idea :D

well who cares anyway ,the thread is solved
 
Level 20
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I've made a system that works for every unit,check 1st post,it's mostly same.
http://www.hiveworkshop.com/forums/1655206-post10.html

EDIT:
So after my system you have the idea :D

well who cares anyway ,the thread is solved

Your system is very similar to mine(which i posted earlier),so i'd say it's vice versa. Also i've got idea that doesn't have to do much with your system.

Also thread maybe isn't solved yet,the buttons have indexes that might be something Chizume doesn't want.
 
Level 14
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Also i've got idea that doesn't have to do much with your system.
.) xD
Also thread maybe isn't solved yet,the buttons have indexes that might be something Chizume doesn't want.
well i thik its ok because indicators will show number of list
so players can say "yo,go buy Mask of Death at list X"

(not recommended)
the other option would be to make 1 shop for every player and 1 list for every player if you want to avoid indicator at cancel button
it is far more complcated and not needed
(recommended)
leve it as it is,players will not care about some number indicators,it is in good functionality and there is no need to make it better (i know people like to make things better but some things are just not needed)
 
Level 14
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Well,technically it's ok,it's just a slight aesthetic flaw. However,i'll still try to make it without indexes (which i'm currently doing)

i already tried,its way to compicated and not needed,you would have to create the shop for each player
(than item lists would not have indicators)
but to hide indicator of Cancel button you would again have to make shop for each player and that would be even more complicated

as i sad
is is good as it is,no player will care for a number indicator
thread is solved...better not to waste your time
 
Level 11
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leave it as it is,players will not care about some number indicators,it is in good functionality and there is no need to make it better (i know people like to make things better but some things are just not needed)

Maybe you are correct, but I like perfection. If Garfield1337 succeeds with making it without indexes then I'd be very happy. If not then I'd have to push away the perfectionist inside me and settle with indexes, as you said it will work too.

I owe you both a big thank you, now my map will be even neater!

Thanks :)

Yours,
Chizume
 
Level 11
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Thanks!

Neat system, things look and work great. I never thought it actually would turn out like I imagined, but it did. Also, an extra thank you for that detailed description on how to implement it - made it a lot easier :)

Yours Sincerely,
Chizume
 
Level 14
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I'm sorry it took me long,anyway here it is:
View attachment 86486
I've put trigger comments and README in "NPC Init" trigger so you can understand how to implement it in your map. Tell me if you have any problems about it or you want anything changed.

hmm,looks nice


change cancel button event to "unit begins casting"


im not sure does it work im Multiplayer because when i change my slot im always player 1,il try it with another computer and see if it works for both

also i heard "GetLocalPlayer" can cause disconnections in Multiplayer game and im not sure how to fix that

if it should not have any problems in Multiplayer i think i will update the spell and give some credits to Garfield1337

another problem is that you made similar system before me so it looks like i just copy it but i dont ....xD
 
Level 20
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hmm,looks nice


change cancel button event to "unit begins casting"


im not sure does it work im Multiplayer because when i change my slot im always player 1,il try it with another computer and see if it works for both

also i heard "GetLocalPlayer" can cause disconnections in Multiplayer game and im not sure how to fix that

if it should not have any problems in Multiplayer i think i will update the spell and give some credits to Garfield1337

another problem is that you made similar system before me so it looks like i just copy it but i dont ....xD

Lawl,are you nuts?
Some credits...lol. I bet you're gonna copy it totaly :\
 
Level 14
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Lawl,are you nuts?
Some credits...lol. I bet you're gonna copy it totaly :\
yes,if i use GetLocalPlayer
il give 50% credits (i cant use is until i see if it is allowed to be in game,i did a spell with get local player and it got rejected)
well its stupid that we were making this is same times -.-
however the first system was made my me coz i did it alone and i didnt use any of your triggers,but they are similar because of the same idea
 
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