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[Showcase] Auction System


Harvin

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KQL61O6dtf.png.d8655a6bcf2eaa57979634d373c87854.png

Since Auction Feature has been removed long time ago, I re-created another way to bring back Auction with an Alternative Method. Using Vending System albeit with some limitation.

Known Limitation:

- You can't purchase the item that auctioned on vending if you has not engough zeny (Client Limitation), to work around this create item to be used as placement of currency equivalent to the real currency, in example if you want to use Zeny as currency of the payment method, by default
maximum zeny is capped to by defined in MAX_ZENY (usually 2 Billion), but how if the auctioner want to by pass that limit? this is where curency placement come to play.

- Only one item should be auctioned at once, Auctioning multiple item can be done but because UI / Display limitation info about auctioned item can't be verbose enough to be known / understood at glance if each item has different currency.

 

Edited by Harvin
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Owner item can bid ? I think need to restrict that.

Ah.. owner might have dual also, ah my minds. Haha.

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It would be stupid for the owner to bid its own item by him self or another account, for whatever reason (usually for increasing it final price) since if there is case happen no one out bid him, he would be paying for his own item that same as not auctioning / selling it haha.

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Why don't you use barter shops to get rid of the verbosity regarding the item price?

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because barter shop can't handle complete item data from inventory, refine, cards, grade, random options can't be set on any type of ui (all type shop), except vending. that has trade mode.

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image.png.378026e35a91671fac3ec402756f04a6.png

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);

 

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