Since our mod is about "community work" or say "kingdom work" and is based on the interaction between players, i think we should have a safe-trade system, so players don't need to do something like: "-Hey dude, I want to trade my 10 iron ingots with your 3 gold ingots. -Sure, let's throw them on the ground. *Drop* *Drop* *Thief goes by and picked them all* -Oh no that guy stole our stuffs!! Give us back our ingots!! POLICEEEEEEEEEE!!!!!"
I think the trading GUI would be simple, with the player's inventory at the bottom, and the other half of the gui will be divided in 2 parts, 1 part to show what you "trade out" and the other half shows what you'll "trade in", (that means showing what the other player is trading with you). And both has to click "Accept" in both gui before the trade is processed.
And if we ever add currency, it'll be able to be traded this way too.
Last Edit: Jun 23, 2013 5:36:31 GMT -5 by Dontremb
Post by holderchris14 on Jun 25, 2013 16:59:32 GMT -5
Some Idea for trading systems that i am going to try put in.
1. Have the trading system like world of warcraft were you right click on players name tag and brings drop down menu with the option 'trade'. 2. Have it so both player have to accept the trade to trade. 3.Make it so that you have to be in a certain number of blocks of the player to be able to trade ( the drop down menu i will want to add more options in the future to.) Please let me know what you think of these basic ideas and post improvements or ideas i can add to this or even some more options for the drop down. Chris
I like the drop down menu. But i want it to be there, along with the conditions of distance, same kingdom or whatsoever, only if you use a "Player Interacting Item".
What i mean is that you have to hold a specific item and right click a player within the default items interaction range and have everything coded within the "onEntityRightClick"(don't remember the exact name), for the sake of not having to use another hook to check if the player is holding nothing when right clicking and they are within the range of XXX block and blablabla, and to keep all those players interacting options within the item file, basically for codes orderliness.
Sorry if reading that confused you...i'm pretty hyper right now, not high xD
So, you're saying that there is no way to get options about a player without using an item?
I don't like that idea AT ALL. Can we put our heads together (mostly the coders) and come up with a way that a player can just trade with any other player he is near, without adding undue stress to the code?
I absolutely don't want to make players create a 'trading wand' or whatever.
I'm actually beginning to like Chris' original idea more and more: An actual trading block, where a player right clicks it, then the next player to right click it opens a trading interface between the two.
This will make it so in the 'field' (outside a kingdom) players have to trade by dropping on the ground, in the old fashioned way, but inside a kingdom, a player can have a trading block in his building, or in a 'Merchant Square' or something.
I think the problem will be when lots of people gather around a trading block, and we'll need some way to actually get 2 players connected to each other, well we can't(won't want to) restrict people from getting close to the block.
So i'm thinking that when A wants to trade with B, A right clicks the block, and a list of nearby players will show up, and A chooses B, and when B opens the block, a part of the screen will be used to show the people who are trying to trade with B (people like A), B then pick who to trade with and now it's the time when the actually trading happens.