NathanKell
...
With the new itemtrading characters and sets of items coming out--Cat's Sneaky Trader, Alan Smithee's Apothecary, Opium den, etc., we need a way to give only certain items to certain traders.
So, why not, I'm proposing overhauling the item trading backend (the interface is fine SFAIK).
First change: add checks for `item-specific` and `trader-specific` item trade type attributes.
Both items and traders could each have multiple types.
Format:
item.itemtradetypes or NPChar.itemtradetypes
*.qty = number of types
*.type1 = "some trade type string" -- like "stolen", "general", "weapons", etc...
If no type found, default to general or something.
Next, have persistent inventories. At game start, fill inventory normally. Then, each day, do a couple of removals and a couple of additions. Also track money, both when the PChar trades with the itemtrader, and when doing daily add/remove of items.
Key both the inventory quality/amount and the base money to the town size. Key rarity to add/removal of inventory.
Eventually give a boost to selling and arriving when fleets are in port (once fleets are added).
Now this would be best when tied to the new iventory system (which would add a primary "`close-to`-hand" inventory along with the current "kept loose in backpack" inventory.
Then, using the above, any character could be a temporary item trader; send the equipment they won't sell to close inv, and make the list of salable items the remaining iventory.
The above changes to make item inventory persistent would also allow real pawning--get some money fast, come back a week later and hopefully the item's still there...
Heh, you could even when removing items from the trader give them to _other_ NPCs, so if you wanted something you pawned back you'd have to find the NPC who has it now and get them to trade it...
So, why not, I'm proposing overhauling the item trading backend (the interface is fine SFAIK).
First change: add checks for `item-specific` and `trader-specific` item trade type attributes.
Both items and traders could each have multiple types.
Format:
item.itemtradetypes or NPChar.itemtradetypes
*.qty = number of types
*.type1 = "some trade type string" -- like "stolen", "general", "weapons", etc...
If no type found, default to general or something.
Next, have persistent inventories. At game start, fill inventory normally. Then, each day, do a couple of removals and a couple of additions. Also track money, both when the PChar trades with the itemtrader, and when doing daily add/remove of items.
Key both the inventory quality/amount and the base money to the town size. Key rarity to add/removal of inventory.
Eventually give a boost to selling and arriving when fleets are in port (once fleets are added).
Now this would be best when tied to the new iventory system (which would add a primary "`close-to`-hand" inventory along with the current "kept loose in backpack" inventory.
Then, using the above, any character could be a temporary item trader; send the equipment they won't sell to close inv, and make the list of salable items the remaining iventory.
The above changes to make item inventory persistent would also allow real pawning--get some money fast, come back a week later and hopefully the item's still there...
Heh, you could even when removing items from the trader give them to _other_ NPCs, so if you wanted something you pawned back you'd have to find the NPC who has it now and get them to trade it...