That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
The issue isnt really with the conversion of items its with the players hero trading and then re-loading their hero next time they play with the item in hand again. They would have to not be able to quit without saving right after the trade. Which would remove the duplication feature. and if its for sale in a shop the person recieving the trade would still need to fork up significant resources to acquire the trade.
One way around trading is to initiate a trade it immediately saves after you finish the trade transaction to the server. That way if the player wants to trade, they are permanently losing that item. No rollbacks. You'd have to set up a trade system though couldnt just drop to the floor. Or you can make the only way to trade is for the player to sell the item to the vendor, in which the vendor then will have the item for sale at its store bought cost. Causing the player to have to have income, which is not tradable to acquire that item the player wants.
Just a few ideas that are rolling around in my head. I have a third idea in my head but thats going to be adaptation specific and you'll see it if we decide to use it :)
That sounds pretty interesting. Sounds like a lot of trigger work. Actually it sounds like the original sc1 leveling system now that I think about it :)~
That sucks :( I will definately take a look at your map and dont give up. Just because theres a ton of projects out there, claiming to be this or that. The high probability of them failing and not finishing is there. Plus even if they all seem the same, they are not. Think about wc3's rpg database. I pretty much played 90% of the finished ones on wc3, thats hundreds. And each and every one of them were entertaining in their own way. Some had lasting status (Generally the ones where you could save or evolve, in my book) Whatever the case they are all fun and will get played.
The issue isnt really with the conversion of items its with the players hero trading and then re-loading their hero next time they play with the item in hand again. They would have to not be able to quit without saving right after the trade. Which would remove the duplication feature. and if its for sale in a shop the person recieving the trade would still need to fork up significant resources to acquire the trade.
One way around trading is to initiate a trade it immediately saves after you finish the trade transaction to the server. That way if the player wants to trade, they are permanently losing that item. No rollbacks. You'd have to set up a trade system though couldnt just drop to the floor. Or you can make the only way to trade is for the player to sell the item to the vendor, in which the vendor then will have the item for sale at its store bought cost. Causing the player to have to have income, which is not tradable to acquire that item the player wants.
Just a few ideas that are rolling around in my head. I have a third idea in my head but thats going to be adaptation specific and you'll see it if we decide to use it :)
That sounds pretty interesting. Sounds like a lot of trigger work. Actually it sounds like the original sc1 leveling system now that I think about it :)~
Did you figure out how to make your hero level up automatically without having to trigger each individual level up?