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  #1  
Old 10-01-2008, 02:12 AM
KLS
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Join Date: Sep 2006
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I always thought something like this would be cool too.
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  #2  
Old 10-01-2008, 02:50 AM
ChaosSlayer
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Join Date: May 2007
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Quote:
Originally Posted by KLS View Post
I always thought something like this would be cool too.
I am glad to hear that =)
best part- thsi should be rather easy to implement. All we need is a copy of Merchant Table, except this one will also list % chance for items, Reset Timer min and max, and number of items to be select from list attached to a merchant ID. (basicly puling together features of merchant and loot system)

And of course the server side code to add and purge the special items from inventories on timer reset
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  #3  
Old 10-17-2008, 09:09 AM
spoon
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Join Date: Aug 2007
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There might be any easy work around on this using spawn chance. Have two copies of the merchant with different merchant tables. Put them on the same spawn having the one with the rare items spawn rarely. Then set up the interval that they pop/depop. Haven't tried it out, but don't see any reason why it wouldn't work.
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  #4  
Old 10-17-2008, 11:35 AM
ChaosSlayer
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Quote:
Originally Posted by spoon View Post
There might be any easy work around on this using spawn chance. Have two copies of the merchant with different merchant tables. Put them on the same spawn having the one with the rare items spawn rarely. Then set up the interval that they pop/depop. Haven't tried it out, but don't see any reason why it wouldn't work.
that gona be a very problematic work around.
since idea than vemdor can crry from 1 to 20 random items- this means i will need 20 difirent version of same npc
not to mention they must have LIMITED inventory of them- like only 5-6
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  #5  
Old 10-17-2008, 12:59 PM
KLS
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Join Date: Sep 2006
Posts: 1,348
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Something like this in DB I think would be easiest solution:

Code:
struct RareMerchantItem{
	int32 merchId;
	int slotid;
	int8 probability;
	int32 respawn;
	int32 respawnVariance;
	int32 maxCount;
};
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