- Shop Number
-
A unique number for the shop (used only for display purposes).
- Item Vnum 1...Item Vnum n
-
An arbitrarily long list of the virtual numbers of objects that the shop
produces (i.e., items which will always be available, no matter how many are
bought). The list must be terminated with -1.
- Profit When Selling
-
The price of an object when a shopkeeper sells it is the object's value
times Profit When Selling. This is a floating point value. It should be >=
1.0.
- Profit When Buying
-
The amount of money a shopkeeper will offer when buying an object is the
object's value times Profit When Buying. This is a floating point value. It
should be <= 1.0.
- Buy Types and Buy Namelists
-
These lines control what types of items that the shop will buy. There can
be an arbitrarily long list of buy types terminated by -1. The first argument,
called ``Buy Type'' is the Type Flag of items the shop will buy (see ``Type
Flag'' under ``Format of an Object'' in this document). Numerical and English
forms are both valid (5 or WEAPON, 9 or ARMOR, etc.).
The second (optional) argument is called a Buy Namelist and allows you to
provide optional keywords to define specific keywords that must be present on
the objects for the shopkeeper to buy or sell it. For further details on these
expressions, see the section ``Item Name Lists'' below.
- Message when item to buy does not exist
-
The message given to a player if he tries to buy an item that the
shopkeeper does not have in his inventory.
- Message when item to sell does not exist
-
The message given to a player if he tries to sell an item that the player
does not have in his inventory.
- Message when shop does not buy offered item
-
The message given to a player if he tries to sell an item that the
shopkeeper does not want to buy (controlled by the Buy Types and Buy
Namelists.)
- Message when shop can't afford item
-
The message given to a player if he tries to sell an item to a shop, but
the shopkeeper does not have enough money to buy it.
- Message when player can't afford item
-
The message given to a player if he tries to buy an item from a shop but
doesn't have enough money.
- Message when successfully buying an item
-
The message given to a player when he successfully buys an item from a
shop. The expression %d can be used in place of the cost of the
item (e.g., That'll cost you %d coins, thanks for your
business!
- Message when successfully selling an item
-
The message given to a player when he successfully sells an item to a shop.
The expression %d can be used in place of the cost of the item as
above.
- Temper
-
When player can't afford an item, the shopkeeper tells them they can't
afford the item and then can perform an additional action (-1, 0, or 1):
- -1
-
No action other than the message.
- 0
-
The shopkeeper pukes on the player.
- 1
-
The shopkeeper smokes his joint.
Further actions can be added
by your local coder (e.g., attacking a player, stealing his money, etc.)
- Shop Bitvector
-
A bitvector (see section Using
Bitvectors) with the following values:
1 a WILL_START_FIGHT Players can to try to kill shopkeeper.
2 b WILL_BANK_MONEY Shopkeeper will put money over 15000
coins in the bank.
A brief note: Shopkeepers should be hard (if even possible) to kill. The
benefits players can receive from killing them is enough to unbalance most non
monty-haul campaigns.
- Shop Keeper Mobile Number
-
Virtual number of the shopkeeper mobile.
- With Who Bitvector
-
A bitvector (see section Using
Bitvectors) used to designate certain alignments or classes that the shop
will not trade with, with the following values:
1 a NOGOOD Don't trade with positively-aligned players.
2 b NOEVIL Don't trade with evilly-aligned players.
4 c NONEUTRAL Don't trade with neutrally-aligned players.
8 d NOMAGIC_USER Don't trade with the Mage class.
16 e NOCLERIC Don't trade with the Cleric class.
32 f NOTHIEF Don't trade with the Thief class.
64 g NOWARRIOR Don't trade with the Warrior class.
128 h NOHUNTER Don't trade with the Hunter class.
256 i NOSHAMAN Don't trade with the Shaman class.
512 j NOHUMAN Don't trade with humans.
1024 k NOELF Don't trade with elves.
2048 l NODWARF Don't trade with dwarves.
4096 m NOGNOME Don't trade with gnomes.
8192 n NOHALFELF Don't trade with half-elves.
16384 o NOHALFLING Don't trade with halflings.
32768 p NOWOLFEN Don't trade with wolfens.
65536 q NODROW Don't trade with drow.
- Shop Room 1...Shop Room n
-
The virtual numbers the mobile must be in for the shop to be effective. (So
trans'ed shopkeepers can't sell in the desert). The list can be arbitrarily
long but must be terminated by a -1.
- Times when open
-
The times (in MUD-hours) between which the shop is open. Two sets of
Open/Close pairs are allowed so that the shop can be open twice a day (for
example, once in the morning and once at night). To have a shop which is
always open, these four values should be
0
28
0
0