I making a mod in minecraft called Merchants. It is 70% done.
What it does?
-Spawn Merchant Market Areas!
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_025848.png)
-Money System! Total coins earned will be shown in your inventory. Upper left.
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_030332.png)
-You could go to the shop and buy items! (So far, you could only buy planks, sand, and gold ingot for testing purposes)
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_025947.png)
-You could also sell! (So far you could sell all items but the prices is still one gold per item. The only ones that have prices are listed in the spoiler below)
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_031519.png)
-You could also craft gold coins with ingots! 150 gold coins per ingot. (not yet balanced)
-Hunter System. When you go to the shop, you could choose to be a bounty hunter. When you are a hunter, monsters will now drop gold when killed.
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_025339.png)
-you could hire NPCs to join you hunt when you are in hunter status. The Head Hunter will be the one to set your status to Hunter in the future (the current one is temporary).
![Image](http://i224.photobucket.com/albums/dd153/TyberAlyx/2011-09-24_030156.png)
Each shopkeeper currently shares the same GUI, but that would later change when I make a GUI for each shopkeeper in the future.
Anyways, if you could test it out and help point out the bugs I would be really grateful! I would be including mod support on different kinds of mods so you could also buy items and sell items of different mod, it modifies no classfiles so it should be compatible to all unless the mods that are not compatible with modloader.
PS! If you could also help with the balancing of prices please do so! so far this is what I have for selling:
Code: Select all
if(itemStack.itemID == Block.stone.blockID) addGold(2);
if(itemStack.itemID == Block.wood.blockID) addGold(3);
if(itemStack.itemID == Block.glass.blockID) addGold(2);
if(itemStack.itemID == Block.sandStone.blockID) addGold(2);
if(itemStack.itemID == Item.bed.shiftedIndex) addGold(2);
if(itemStack.itemID == Block.railPowered.blockID) addGold(8);
if(itemStack.itemID == Block.railDetector.blockID) addGold(2);
if(itemStack.itemID == Block.pistonBase.blockID) addGold(4);
if(itemStack.itemID == Block.pistonStickyBase.blockID) addGold(4);
if(itemStack.itemID == Block.mushroomBrown.blockID) addGold(2);
if(itemStack.itemID == Block.mushroomRed.blockID) addGold(2);
if(itemStack.itemID == Block.brick.blockID) addGold(8);
if(itemStack.itemID == Block.tnt.blockID) addGold(10);
if(itemStack.itemID == Block.bookShelf.blockID) addGold(5);
if(itemStack.itemID == Block.cobblestoneMossy.blockID) addGold(4);
if(itemStack.itemID == Block.obsidian.blockID) addGold(10);
if(itemStack.itemID == Block.stairCompactPlanks.blockID) addGold(2);
if(itemStack.itemID == Block.chest.blockID) addGold(3);
if(itemStack.itemID == Item.redstone.shiftedIndex) addGold(2);
if(itemStack.itemID == Block.stoneOvenIdle.blockID) addGold(3);
if(itemStack.itemID == Block.workbench.blockID) addGold(2);
if(itemStack.itemID == Item.sign.shiftedIndex) addGold(3);
if(itemStack.itemID == Item.doorWood.shiftedIndex) addGold(4);
if(itemStack.itemID == Block.rail.blockID) addGold(3);
if(itemStack.itemID == Block.stairCompactCobblestone.blockID) addGold(2);
if(itemStack.itemID == Block.stairSingle.blockID) addGold(2);
if(itemStack.itemID == Block.pressurePlateStone.blockID) addGold(2);
if(itemStack.itemID == Item.doorSteel.shiftedIndex) addGold(8);
if(itemStack.itemID == Block.torchRedstoneActive.blockID) addGold(2);
if(itemStack.itemID == Block.ice.blockID) addGold(2);
if(itemStack.itemID == Block.blockSnow.blockID) addGold(2);
if(itemStack.itemID == Block.fence.blockID) addGold(2);
if(itemStack.itemID == Block.glowStone.blockID) addGold(2);
if(itemStack.itemID == Block.cake.blockID) addGold(5);
if(itemStack.itemID == Block.redstoneRepeaterIdle.blockID) addGold(3);
if(itemStack.itemID == Block.trapdoor.blockID) addGold(2);
if(itemStack.itemID == Block.oreGold.blockID) addGold(30);
if(itemStack.itemID == Block.oreIron.blockID) addGold(10);
if(itemStack.itemID == Block.blockLapis.blockID) addGold(100);
if(itemStack.itemID == Block.blockGold.blockID) addGold(200);
if(itemStack.itemID == Block.blockDiamond.blockID) addGold(400);
else{
addGold();
}