Update on this:
item will be separated into it own item category type
only listed item type can be auctioned
fixed overflow in vending unique id
the current one almost follow the old auction system completely
with limitation of vending item entry is only MAX_VENDING (default 12) if the vending is full, the next one will be in queue, if any item in vending expired or has been buyout the next item will enter vending list.
more fine details has been added ...
Settings
// Item minimum sell price
.auction_minimumprice = 1;
// Item maximum sell price
.auction_maximumprice = 500000000;
// Item minimum duration
.auction_minhour = 1;
// Auctioned Item maximum duration
.auction_maxhour = 12;
// Fee per hour. Default is 12000
.auction_feeperhour = 12000;
// Item with bound can be auctioned?
// Default is false
.auction_item_bound_allow = false;
// Currency with bound can be used for auction?
// Default is false
.auction_currency_bound_allow = false;
/*
* AddCurrencyExchange(<item id>,<value>,<variable>,<variable display name>,<variable limit>);
*/
function AddCurrencyExchange;
AddCurrencyExchange(673, 1000000, "Zeny", "Zeny", MAX_ZENY);
AddCurrencyExchange(675, 10000000, "Zeny", "Zeny", MAX_ZENY);
AddCurrencyExchange(671, 100000000, "Zeny", "Zeny", MAX_ZENY);
AddCurrencyExchange(677, 500000000, "Zeny", "Zeny", MAX_ZENY);
AddCurrencyExchange(7227, 100, "#CASHPOINTS", "Cash Point", MAX_CASHPOINT);
/*
* AddAuctionHouse(<npc name>,<item type>{,<item location>{,...}});
*
* For <npc name>:
* please use display name with out hidden or unique name.
* if you have hidden or uniqe name it would appear weird on purchase list on vending auction npc.
* For <item location>:
* When has locations set it before the other of the same <item type>
* so when there is <item location> filter it would go to the one without filter.
* or fail if other has filter too but the <item location> is not listed.
*/
function AddAuctionHouse;
// When has locations set it before the other
AddAuctionHouse(
"Auction Costume", IT_ARMOR,
EQP_COSTUME_HEAD_TOP,
EQP_COSTUME_HEAD_MID,
EQP_COSTUME_HEAD_LOW,
EQP_COSTUME_GARMENT
);
// When no locations set, all item with this type goes in here.
AddAuctionHouse("Auction Card", IT_CARD);
AddAuctionHouse("Auction Armor", IT_ARMOR);
AddAuctionHouse("Auction Weapon", IT_WEAPON);
AddAuctionHouse("Auction Shadow", IT_SHADOWGEAR);