Custom Items With Mob Progs
Vendor mobs with renamed stock
A question. If I were to put an item in a mob's resets, and then arrange that he invoke and rename several of this item to several different names, will he sell one of each of them, even though they are all the same vnum, and will the player get the item as listed, or will they get the original item? I envision more efficient use of vnums if this is possible....So the second question is, if it will work, is it allowed?
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
Ok, but does that mean that the pc when they list see only the normal, say, spellpouch for instance? And they don't see what it will look like renamed until it is bought? Or after the first one is bought, it gets changed, and from then on list will show the new version?
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
There is another option of course. You COULD technically use that same greet_prog to trigger a restring when a person walks in; you could technically even make it random with many different possible restrings, so that anytime someone walks in, the item could change, offering a wide variety of item looks.
Or, you could make it time-based. Say the shop closes at 9pm and opens at 5am. Add a prog that triggers at, say, 4am, and randomly restrings the items on the shopkeeper, something like a pawn shop or a fence, where the inventory is constantly changing.
There is a ton of options, its only limited by your understanding of progs, really.
Or, you could make it time-based. Say the shop closes at 9pm and opens at 5am. Add a prog that triggers at, say, 4am, and randomly restrings the items on the shopkeeper, something like a pawn shop or a fence, where the inventory is constantly changing.
There is a ton of options, its only limited by your understanding of progs, really.
Its a good thought Aegir, but I still have this question:
When a pc buys an item from the shop, does the code clone the item in the inventory and give that clone to the pc? If so your idea works. However, if the mud instead loads the vnum of the item and give that to the pc, they will get the same old same old. I could see it going either way. And then there's the matter of items that pcs sell to the shop. They may be different than items that are in the shopkeepers resets.
If items not in resets are given to the pc as they exist in the shopkeepers inventory, then I can see having a greet program that stocks the shopkeeper with renamed items not in resets. Then a buy program that gives the shopkeeper another example.
When a pc buys an item from the shop, does the code clone the item in the inventory and give that clone to the pc? If so your idea works. However, if the mud instead loads the vnum of the item and give that to the pc, they will get the same old same old. I could see it going either way. And then there's the matter of items that pcs sell to the shop. They may be different than items that are in the shopkeepers resets.
If items not in resets are given to the pc as they exist in the shopkeepers inventory, then I can see having a greet program that stocks the shopkeeper with renamed items not in resets. Then a buy program that gives the shopkeeper another example.
A goblin, a trickster, a warrior? A nameless terrible thing, soaked in the blood of a billion galaxies. A most feared being in all the cosmos. Nothing could stop, hold, or reason with it. One day it would just drop out of the sky and tear down your world.
Honestly, I'm not certain, it would have to be tested to be sure. Worst case scenario is you could use bribe progs to sell the items.
Example: Only thing the shop sells is a catalog of items that it sells, along with the price of said item. You choose the item you want and give the mob the correct amount of coin, then the mob loads a generic item, restrings it and hands it out.
It would be the amount of coin given that tells the mob what is being bought, or, you could make the item TYPE have a certain price, then have a say prog that is triggered by certain words.
Example: You have a collection of swords you sell for 50 plat apiece, and each one of them is named differently. You give the mob 50 plat and it asks which one you want, giving a list of keywords. Something like, "Would you like the obsidian, platinum, titanium or mithril sword?" with each of those keywords being from the string of one of the items in the catalog. Buyer says one, it triggers the restring and hands you your purchase.
Something like this would probably require some temporary qbits (or permanent, if you want to limit the number of items that can be bought total), so as to keep people from triggering the wrong thing and whatnot, but with qbits, you could actually use the same keywords multiple times, and the prog could check and see by your bits exactly what item its loading.
Example: Only thing the shop sells is a catalog of items that it sells, along with the price of said item. You choose the item you want and give the mob the correct amount of coin, then the mob loads a generic item, restrings it and hands it out.
It would be the amount of coin given that tells the mob what is being bought, or, you could make the item TYPE have a certain price, then have a say prog that is triggered by certain words.
Example: You have a collection of swords you sell for 50 plat apiece, and each one of them is named differently. You give the mob 50 plat and it asks which one you want, giving a list of keywords. Something like, "Would you like the obsidian, platinum, titanium or mithril sword?" with each of those keywords being from the string of one of the items in the catalog. Buyer says one, it triggers the restring and hands you your purchase.
Something like this would probably require some temporary qbits (or permanent, if you want to limit the number of items that can be bought total), so as to keep people from triggering the wrong thing and whatnot, but with qbits, you could actually use the same keywords multiple times, and the prog could check and see by your bits exactly what item its loading.
The renaming of objects in programs
Can anyone please post an example of a program which loads up an object with a specific vnum (ie spellbooks, quills and spellpouches) and to rename it before it is given to the PC?
Example :
load up a spellbook but wish it to read A green leather spellbook embossed with a bear paw when it is upon the PC
Example :
load up a spellbook but wish it to read A green leather spellbook embossed with a bear paw when it is upon the PC
Spellpouches - How to make them
I am realizing the more I look that the spellpouches in the game are actually different objects all together and not restrung. I have been unable to find in the builder's lessons what makes a spellpouch a spellpouch. Would anyone please post what exactly a container needs to become a spellpouch?
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Custom Items With Mob Progs
Is it possible to create a single item and have a shopkeeper mob change the colour (short and long descriptions) based on a series of responses from the PC?
i.e.
Millie the milliner says, "Would you like to buy a hat?"
PC say Yes
Millie "What colour would you like? We have red, green, blue, violet and black."
PC say Blue
Millie "Do you want feathers?"
PC say No
Millie hands PC a dashing blue velvet hat.
PC say Yes
Millie say "What kind of feathers? We have peacock, pheasant, white ostritch, red ostritch and black ostritch."
PC say Peacock
Millis hands PC a dashing blue velvet hat with peacock feathers.
The mob would be changing only the short and long descriptions based on the PC responses. This way people can get customised clothing items and I don't have to make a bjillion different objects, just have mobprogs that change the appearance of the base object. Is this possible?
i.e.
Millie the milliner says, "Would you like to buy a hat?"
PC say Yes
Millie "What colour would you like? We have red, green, blue, violet and black."
PC say Blue
Millie "Do you want feathers?"
PC say No
Millie hands PC a dashing blue velvet hat.
PC say Yes
Millie say "What kind of feathers? We have peacock, pheasant, white ostritch, red ostritch and black ostritch."
PC say Peacock
Millis hands PC a dashing blue velvet hat with peacock feathers.
The mob would be changing only the short and long descriptions based on the PC responses. This way people can get customised clothing items and I don't have to make a bjillion different objects, just have mobprogs that change the appearance of the base object. Is this possible?
Helm keep thee.