This probally wont get read but...
I think the best way to implement something like this would be usign the following:
I belive that FC is using VC++ 6 or 7 cuz When ao use to crash back in beta i could gather some data from the crash.(im not 100%sure)Im also a mod maker so i know about modifying existing code to make something else.
what i gather is that :
though converstion there is existing way to send commands(or atleast emots) to a NPC(ask eddie for directions)
though use of items/stores in game Playfeild varible & time varibles can be set (use a sugry clinic)
So instead do this:
make NPC merchants that sell normal Neutral Stuff, black boots, bullets, bs items that every one can buy.
Gussy them up in some fancy(not overly) cloathing something past a full rubber suit.
now heres where it *could* get hairy. Add a interaction counter to that Npc that expires after 30 seconds or on playfeild shift. start it at 0
OPTION #1
then thought conversation a player, if they ask the right qustions, could set there interaction counter to a value higher. and when the player *uses* the npc again, instead present a Alternate list of items.
OPTION #2
then thought conversation a player, if they ask the right qustions, could set there interaction counter to a value higher. then a final question that is checked against this counter and if(counter>=X) let the Npc open Trade window with said player
Cons:
these above methods Might be hard to implement then might not be, i dont know AO's code so i cant tell only offer my input.
This might get taxing on a players part if they always have to ask a set of questions to get a npc to open trade with them
Pros:
above methods would prove(at least i feel so) better for the story line and for Rping value in the long run
Code implement in this means This would also create more interaction for future event or possible merchants that only sell items on the black market or only show the player there wares after talking with them(IE. story line characters)
you could even put a sub routine that checks values such as concement or alignment or what ever, then instead of the NPC opening trade, something else.....anything else could happen, even like some event that is preprogramed in the game to go of is some luckey(or unluckey) player triggers the correct varibles/bools. (like teleporting the player to another playfeild or spawning a Omni-Pol Probe that *records* the event and reports the player to omni-pol)
this post is presented from a coders and role players point of view
Re: This probally wont get read but...
I just thought about this as i reread my own post.
Quote:
Originally posted by Xyberviri
like teleporting the player to another playfeild
Another Pro: if this was already implemented If/When something such as jobe was implemented you could even make a Npc that teleports you to Jobe if the varibles set thought chat are right, else you would just get the normal chatter a npc gives you.
Re: Re: This probally wont get read but...
Quote:
Originally posted by Xyberviri
I just thought about this as i reread my own post.
Another Pro: if this was already implemented If/When something such as jobe was implemented you could even make a Npc that teleports you to Jobe if the varibles set thought chat are right, else you would just get the normal chatter a npc gives you.
Im sorry, but only Nano breed will have access to Jobe.
Re: Re: Re: This probally wont get read but...
Quote:
Originally posted by Garzu
quote:
Originally posted by Xyberviri
Another Pro: if this was already implemented If/When something such as jobe was implemented you could even make a Npc that teleports you to Jobe if the varibles set thought chat are right, else you would just get the normal chatter a npc gives you.
Im sorry, but only Nano breed will have access to Jobe.
Would you rather swim? Set up some ugly pets that eats any non-nano arrivals or just nuke 'em on sight.
That's how i would like the BM set up. Anyone can get to the location but I you're not one of us you're not staying (alive).
/G13