Sir Giandor wrote:Ich will ja nicht meckern, aber es kommt auch vor, daß die Händler, egal wer, behaupten, daß sie etwas für eine Ware bezahlen und die Ware behalten, aber keinen Kupfer rausrücken. ICh nehme nicht an, das dies so vorgesehen ist.
Translation:
Sir Giandor wrote:I don't want to complain, but it also occurs that the merchants claim that they'd pay something for wares and they do take the wares if you sell them, but they hand out no copper for them. I don't think that is intended.
I'm with the "why can't we use both types" arguement? Consider the following option for how to make the graphical version as fully featured as the non-graphical:
When I use an NPC with myself they list their wares in an inventory window. On each item is a number (same as the quantity numbers) that is the price of that item in copper. I don't know about other coin types yet, so maybe you would write the number in red for copper, white for silver, yellow for gold or similar. Note that the colourblind amongst us can always use the talking interface to ask the NPC for a price. Left clicking an item will tell you its name (as is always the case with such menus) allowing you to mix and match the interface types. Then shift clicking an item buys n of that item (where n is what your counter is set to).
To sell, you use yourself with the NPC. An inventory window appears listing everything you own that the NPC will buy again with the price numbers. Shift clicking sells n of that item (where n is the counter number again).
Possibly, because you don't want to confuse buying and selling, it would be worth the NPC saying something when you click them like "Show me what you have to offer?" or "What would you like to buy?". Or possibly that might get spammish.
Any reason why this can't be added without taking away the existing functionality? If not then please, please, please can we have it? The ability to see the entire price list graphically would add a lot, and the current system is very annoying when you aren't in the mood for it.
Another advantage of the graphical view is that if we are going to show the price in one corner we can also show how many of the item are available in another corner. Could possibly also have a spot on the menu for how much money the the merchant is carrying. Then instead of trying to sell 30 axehandles - be told not enough money - sell 20 - same message - sell 10 - same message - sell one - it sells...etc You could know how much to sell things for right away.
Of course the problem with ALL these suggestions is that it may require a client update.
"Show me your wares Eliza!"
"Here look on the table....sssss...."
And a window appears. Where you can look at the wares, and the price.
If you want to buy one then <Shift>+<Click> on them and your char say's "I want to buy <stand of counter in the middle of the screen> pieces of <clicked ware>"
The same with selling.
("What would you buy?" - Menue - "I want to sell <#> of <???>....")
But all other things with NPCs you have to say yourself.
A other posibility is, that if you "greet" an NPC a window appears where the actual possible keywords and scentenses are standing (like the skript want's it) So there is no anger, if you speak to the NPC and he doesn't do what you want and den you recognize f.e. that you can't order "1 something" only "a something"
- - - Nandus
Edit to Ziel's message:
A posibility would be, that the skript ENTERS the code in your console if the line is empty - so YOU could decide if you want to say it.
But I made this porpose because the NPCs would react on what you say, but the skript generates that what you have to say to get wat you want.
Last edited by Nandus on Wed Jul 27, 2005 9:14 am, edited 1 time in total.