From: "Kras Kresh" <kras_kresh@HOTMAIL.COM> > I've always been aware of people stealing stuff when they should be paying > or trading something, which was agreed to, for the item. I'm pretty sure the > owner of the mud I work on doesn't like this idea. He would say, "It's not > realistic. People in real life can scam others just the same." I would reply > with, "But they can't just make off with the stuff." He would answer with, > "I don't like it. Don't put it in." -- actually, I don't remember =). I'm > trying to get the rest of the MUD to agree with me. For those people out > there who would like to implement such a system, if he would agree to it, > when I finish programming it, I will send it to the ftp.. or is there one? > > I'll just state how I thought it should work. > trade <target player> - opens trade with target player > trade - lists everything on trade on both sides > trade <item> - adds item to trade list > trade <#> gold - adds # gold to trade list > trade accept | cancel - agrees with trade or cancels trade > > > leaving room also cancels trade > make identify scroll work on the target item in trade > the items being traded will not leave either trader's hands > the items being traded will only be added to an object list > invisible items will also be listed visibly > when trade is agreed to, items on trade will be checked if still in > inventory and gold will be checked if still being carried, then swap > I agree that this should be an implemented feature. I wouldn't mind making this on my mud, but I would modify it quite a bit. First off, to make it more realistic....there could be something like a pawn shop...but the problem arises is that it wouldn't be period. By period, I mean there wasn't a such think as a pawn shop in the time frame that my mud consists (and most muds). For example, back in the castles and knights era, there wasn't a such thing as a pawn shop, but there was a type of shop that was similar. These shops were used and created by (I think the owners were tax collectors). In any situation, I will implement it with the following: * trade <target player> * trade * trade <item> - removes item from inventory and gives it to the shop keeper (includes gold) - so trade 110 gold works as well as trade knife or trade 110 knife. * trade accept - trade is accepted by both parties. Once item has been accepted, the mobile - give the items to the trading parties. If one of the parties is in the same - room as the mobile when the agreement has been accepted, the mobile will - immediately give the new item(s) to this party that they traded for. If the - party (any one) is not in the same room as the mobile, the party will have to - type trade receive to receive their new items. * trade cancel - If the party is not in the same room, their items will be returned to them once - they return and type trade receive. If they are in the same room at the time - of the cancel, they will automatically receive there items back. (cancels trade) * trade receive - If the player types trade receive and their was a pending item / items that - is available for them (trade accepted/cancelled), the mobile would give the - item(s) to the player. Of course, there will be several checks, also, the items on the mobile will have to be saved.....and there must be a time limit on how long the items can be on the mobile before he "keeps" the items (just so the mobile doesn't get overwhelmed with equipment/money). Another idea would be for the mobile can be killed, but....it would be a long harsh battle in which even the highest character would have major difficulties killing. Just my 2¢ :) Mythran -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | | Newbie List: http://groups.yahoo.com/group/circle-newbies/ | +---------------------------------------------------------------+
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