[Changes to Player Vendors:]
Player Vendors have been updated and improved upon in an effort to better support our player-driven economy. The Vendor Owner Gump has seen a graphical overhaul as shown below, along with some new features:
New Feature: Buy Orders:
Buy Orders are a new way for Player Vendors to purchase items from other players. Each Player Vendor can maintain up to 10 active Buy Orders, with each order targeting a specific item type.
For every Buy Order, the vendor’s owner can:
- Set a price — how much the vendor will pay per item; can be adjusted by the owner at any time
- Set a limit — the maximum number of that item the vendor will buy
This system is fully integrated into the existing Player Vendor framework and will automatically work with all current vendors.
New Feature: Transaction History:
The Transaction History Gump is a new tool that helps Player Vendor owners monitor all activity involving their vendor. Every time a player buys an item or sells something through a Buy Order, the transaction is automatically recorded in the vendor’s ledger.
Each entry in Transaction History includes:
- The buyer or seller’s name(at the time of sale)
- The type of transaction (Sale or Buy Order)
- The item name or type and quantity involved
- The amount of gold exchanged
- The exact date and time of the transaction
A history of up to 100 transactions is recorded, removing the oldest entries as new ones come in. This system does not include any transactions prior to this update.
Additional modifications to Player Vendors:
- Player Vendors will no longer charge a daily fee for their services
- Increased Contract of Employment price from 1500 to 2000
[New Custom Spell Function: Channeled Spells]
Channeled spells are a new casting method that will open the door for new possible spells/abilities in the future. Instead of casting and targeting like a standard spell, channeled spells send the target cursor first and an effect is channeled over multiple ticks as the caster channels the spell. Below are some features:
- Each channeled spell is assigned a number of ticks and a delay between ticks
- Moving will interrupt a channeled spell at the next tick
- Mana is consumed by the caster per tick rather than up front
The first Channeled Spell is
Mind Flay, a new Zealot ability which replaces Sacred Mount. Zealots will have their Sacred Mount ability automatically swapped out for Mind Flay upon their next login.