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Post by willeze on Jun 23, 2013 0:24:28 GMT -5
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.
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Post by Dontremb on Jun 23, 2013 5:25:14 GMT -5
Brilliant. I'm moving this immediately to Currently Working.
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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
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Post by Dontremb on Jun 25, 2013 18:27:06 GMT -5
I like all this, except...
Players not in your kingdom will not have a name tag, and we will need to be able to trade with them, as well.
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Post by willeze on Jun 26, 2013 4:33:19 GMT -5
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
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Post by Dontremb on Jun 26, 2013 5:46:20 GMT -5
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.
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Post by willeze on Jun 26, 2013 19:43:22 GMT -5
alright let's have the brainstormers work on this too. Now i kinda like that trading block too.
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Post by Dontremb on Jun 26, 2013 20:23:27 GMT -5
Ok, cool. So what needs fleshed out for the trading block?
I was thinking it would be simple. Just two sides, one for what you're trading, and one for the other player that he is going to give to you.
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Post by willeze on Jun 27, 2013 3:45:34 GMT -5
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.
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Post by Dontremb on Jun 27, 2013 6:08:35 GMT -5
Yes, that's a really good idea. At first, I was thinking that that might cause problems because if there are too many crowding around it, then you couldn't click on it.
But, if you have that many people, it's probably time to have more than one trading block in your kingdom. LOL
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Post by willeze on Jun 27, 2013 19:07:22 GMT -5
True xD
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Post by willeze on Jun 27, 2013 19:09:36 GMT -5
True xD
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Post by animata on Jun 28, 2013 2:54:31 GMT -5
Question? Couldn't we maybe have a way for one block to support more than two people?
Like each block has a list of users and person A picks the right person b from that list?
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Post by willeze on Jun 28, 2013 3:28:53 GMT -5
The way i said means that the trading block will be used as a way to connect 2 people together, and that means it'll support as many people as possible.
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Post by Dontremb on Jun 28, 2013 4:16:55 GMT -5
Question? Couldn't we maybe have a way for one block to support more than two people? Like each block has a list of users and person A picks the right person b from that list? Yep, that's exactly what Will said about 2 posts above yours.
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