Difference between revisions of "MOBS(GenShopkeeper)"
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The shopkeeper type determines what sort of inventories the shopkeeper is interested in buying and selling. There are a variety of settings, which can be added together to produce a desired shop style. In the command line, editing this field allows you to turn on/off the specific type. | The shopkeeper type determines what sort of inventories the shopkeeper is interested in buying and selling. There are a variety of settings, which can be added together to produce a desired shop style. In the command line, editing this field allows you to turn on/off the specific type. | ||
* 0) ANYTHING - Turning on any option while ANYTHING is selected will automatically disable ANYTHING. The shopkeeper will buy and sell anything (although this may still be adjusted by the Item Buy Mask, below) | * 0) ANYTHING - Turning on any option while ANYTHING is selected will automatically disable ANYTHING. The shopkeeper will buy and sell anything (although this may still be adjusted by the Item Buy Mask, below) | ||
− | 1) GENERAL | + | * 1) GENERAL |
− | 2) ARMOR | + | * 2) ARMOR |
− | 3) MAGIC | + | * 3) MAGIC |
− | 4) WEAPONS | + | * 4) WEAPONS |
− | 5) PETS | + | * 5) PETS |
− | 6) LEATHER | + | * 6) LEATHER |
− | 7) INVENTORY ONLY | + | * 7) INVENTORY ONLY |
− | 8) TRAINER | + | * 8) TRAINER |
− | 9) CASTER | + | * 9) CASTER |
− | A) JEWELRY | + | * A) JEWELRY - Will buy and sell wrist, neck and finger [[GenArmor]]s, as well as precious stones. |
− | B) POTIONS | + | * B) POTIONS |
− | D) LAND | + | * D) LAND - This allows the shopkeeper to sell any unowned room with a [[Prop_RoomForSale]], [[Prop_RoomsForSale]], [[Prop_LotForSale]], [[Prop_LotsForSale]] or [[Prop_AreaForSale]] in the area that the Shopkeeper is in. He will also sell titles to rooms that the player already owns. Note: Rooms that are only accessible via traveling over a room owned by another player are not listed in the shopkeeper's inventory. |
− | E) ANY TECHNOLOGY | + | * E) ANY TECHNOLOGY |
− | F) CLAN LAND | + | * F) CLAN LAND |
− | G) FOODS | + | * G) FOODS - Will buy and sell [[GenFood]] and [[GenDrink]] items. This type of shopkeeper is best for restaurants, taverns and bars. Note: If they sell alcoholic drinks and are non-mobile, they will be considered "pubs" for bonus bardic experience and pirate abilities. |
− | H) MEATS | + | * H) MEATS - Will buy and sell raw meat products including fish and poultry. |
− | I) VEGETABLES | + | * I) VEGETABLES - Will buy and sell raw vegetables and fruits. |
− | J) HIDES | + | * J) HIDES - Will buy and sell raw leathers and scales. |
− | K) LUMBER | + | * K) LUMBER - Will buy and sell wood resources. |
− | L) METALS | + | * L) METALS - Will buy and sell metal ore resources. |
− | M) ROCKS | + | * M) ROCKS - Will buy and sell various stone types. |
− | O) INN KEEPER | + | * O) INN KEEPER - Rents rooms for 1 mudday. To make a room a valid inn room, it must be in the same area as the innkeeper, and have a door with a lock with the keycode being INN1, INN2, etc. Then, in the command line, create a [[StdInnKey]] item for each inn room in the area and give that many keys to the innkeeper. StdInnKeys only work in the area that they are sold in, so only have one Innkeeper per area. Save the innkeeper, and then do a RESET ROOM on the room with the innkeeper to get him to properly catalog all of the inn rooms in the area and link the keys. An example of a working Inn Keeper can be found in the Greenshoe Inn in the [[CMARE_Share(Admin)#Areas|CMARE SHARE]] Area listing. |
− | P) SHIP SELLER | + | * P) SHIP SELLER |
− | Q) CLAN SHIP SELLER | + | * Q) CLAN SHIP SELLER |
− | R) SLAVES | + | * R) SLAVES |
− | U) AUCTIONEER | + | * U) AUCTIONEER |
− | V) INSTRUMENTS | + | * V) INSTRUMENTS |
− | W) BOOKS | + | * W) BOOKS |
− | X) READABLES | + | * X) READABLES |
− | Y) CLOTHS | + | * Y) CLOTHS |
+ | |||
===View Flag/Type=== | ===View Flag/Type=== | ||
+ | This setting determines the results of the VIEW command on the shopkeeper's inventory. If no flags are set, VIEW will show only the item description. | ||
+ | :BASIC - This will also provide basic information, like wear location, material and weight. | ||
+ | :FALSE - This flag allows the shopkeeper to provide inaccurate information. | ||
+ | :IDENTIFY - This flag will provide information as if the spell identification was used. | ||
===Item Buy Mask=== | ===Item Buy Mask=== | ||
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===Currency=== | ===Currency=== | ||
+ | |||
+ | ===Ignore Mask=== | ||
===Prejudice Factors=== | ===Prejudice Factors=== | ||
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===Inventory Reset Rate=== | ===Inventory Reset Rate=== | ||
− | + | Inventory reset rate is tricky business. This will reset their inventory in the designated frequency, selling only their base stock at the time of the inventory reset. Some considerations for inventory reset rate: | |
+ | *Set a high value (96000 or 4.44 days) if you want other players to have the opportunity to buy these goods from the vendor. | ||
+ | *Set a moderate value (9600 or 10 hours, 40 minutes) if the vendor sells necessary staples, but you may want him to run out of them from time to time. | ||
+ | *Set a low value (30 or 2 minutes) if you want the vendor to sell items repeatedly, or have a very low inventory of what they sell (A McDougal's clerk selling Big Mic's...they effectively never run out, but their service is slow). | ||
==Loki's Recommendation on Shopkeepers== | ==Loki's Recommendation on Shopkeepers== | ||
+ | *Shopkeepers should be level-appropriate to the area they are in, so as to not skew the [[WHERE]] utility. | ||
+ | **Shopkeepers should generally have a short rejuvenation rate to ensure they are available to other players when needed. | ||
+ | **To avoid players farming shopkeepers for experience, consider using [[Prop_ModExperience]] with a factor of 50% or lower. | ||
*In general, shopkeepers should be attackable. Special quest point vendors or starting zone shopkeepers may benefit from [[Prop_SafePet]], but in general avoid this property on shopkeepers because it will negate many thieving abilities. | *In general, shopkeepers should be attackable. Special quest point vendors or starting zone shopkeepers may benefit from [[Prop_SafePet]], but in general avoid this property on shopkeepers because it will negate many thieving abilities. | ||
**For attackable shopkeepers, consider lowering their armor value (tougher) by 50%. If they have a base armor score of 50, take it down to 25. If they have an armor of -100, take it down to -200. Alternatively, you can do this with gear that may be bound to the shopkeeper (so a skilled thief could strip away the armor). | **For attackable shopkeepers, consider lowering their armor value (tougher) by 50%. If they have a base armor score of 50, take it down to 25. If they have an armor of -100, take it down to -200. Alternatively, you can do this with gear that may be bound to the shopkeeper (so a skilled thief could strip away the armor). | ||
**For attackable shopkeepers, considering lowering their damage value by 50% (making them weaker), increase their hit points by 300%, grant a 25% (or more) save vs magic, and decrease their attack by their level. This will make fights with shopkeepers take significantly longer, regardless of spell damage or physical damage...which may give more time for local law enforcement to arrive. | **For attackable shopkeepers, considering lowering their damage value by 50% (making them weaker), increase their hit points by 300%, grant a 25% (or more) save vs magic, and decrease their attack by their level. This will make fights with shopkeepers take significantly longer, regardless of spell damage or physical damage...which may give more time for local law enforcement to arrive. | ||
*Players are very clever, and will often move your shopkeepers around. For this reason, it is highly recommended to provide all shopkeepers with the [[WanderHomeLater]] effect. This will enable them to return to their spot when not escorted by a player (such as under a charm spell). | *Players are very clever, and will often move your shopkeepers around. For this reason, it is highly recommended to provide all shopkeepers with the [[WanderHomeLater]] effect. This will enable them to return to their spot when not escorted by a player (such as under a charm spell). | ||
+ | **[[Prop_NoOrdering]], [[Prop_Resistance]] with specific abilities, and [[Spell_Anchor]] are other good effects to limit the kidnapping of shopkeepers. | ||
+ | |||
=Notes= | =Notes= | ||
*When making shopkeepers, consider having a very large stock of any basic items (like torches or rations in a starting zone) or a high inventory rejuv rate. | *When making shopkeepers, consider having a very large stock of any basic items (like torches or rations in a starting zone) or a high inventory rejuv rate. | ||
+ | *GenShopkeepers with unique currencies should NOT have money when killed, since it will be in this unique currency, encouraging players to kill them. |
Latest revision as of 19:52, 27 June 2024
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
---|---|---|---|
Basics | Praetor Player Support Commands Zapper Masks | Advanced | Races Classes Abilities Socials Scripting |
Building | Behaviors Properties Areas Rooms Exits Items Mobs | Systems | Achievements Crafting Help Info Ships Planes of Existence Quests Triumphs |
=Mobs= |
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GenAuctioneer GenBanker GenDeity GenHorse GenLibrarian GenMob GenPostman GenRideable GenShopkeeper GenUndead |
GenShopkeepers are special GenMobs who sell items, abilities or training. Shopkeepers have all the options from the GenMob menu, and several special shopkeeper settings, listed below.
Special Shopkeeper Settings
Type
The shopkeeper type determines what sort of inventories the shopkeeper is interested in buying and selling. There are a variety of settings, which can be added together to produce a desired shop style. In the command line, editing this field allows you to turn on/off the specific type.
- 0) ANYTHING - Turning on any option while ANYTHING is selected will automatically disable ANYTHING. The shopkeeper will buy and sell anything (although this may still be adjusted by the Item Buy Mask, below)
- 1) GENERAL
- 2) ARMOR
- 3) MAGIC
- 4) WEAPONS
- 5) PETS
- 6) LEATHER
- 7) INVENTORY ONLY
- 8) TRAINER
- 9) CASTER
- A) JEWELRY - Will buy and sell wrist, neck and finger GenArmors, as well as precious stones.
- B) POTIONS
- D) LAND - This allows the shopkeeper to sell any unowned room with a Prop_RoomForSale, Prop_RoomsForSale, Prop_LotForSale, Prop_LotsForSale or Prop_AreaForSale in the area that the Shopkeeper is in. He will also sell titles to rooms that the player already owns. Note: Rooms that are only accessible via traveling over a room owned by another player are not listed in the shopkeeper's inventory.
- E) ANY TECHNOLOGY
- F) CLAN LAND
- G) FOODS - Will buy and sell GenFood and GenDrink items. This type of shopkeeper is best for restaurants, taverns and bars. Note: If they sell alcoholic drinks and are non-mobile, they will be considered "pubs" for bonus bardic experience and pirate abilities.
- H) MEATS - Will buy and sell raw meat products including fish and poultry.
- I) VEGETABLES - Will buy and sell raw vegetables and fruits.
- J) HIDES - Will buy and sell raw leathers and scales.
- K) LUMBER - Will buy and sell wood resources.
- L) METALS - Will buy and sell metal ore resources.
- M) ROCKS - Will buy and sell various stone types.
- O) INN KEEPER - Rents rooms for 1 mudday. To make a room a valid inn room, it must be in the same area as the innkeeper, and have a door with a lock with the keycode being INN1, INN2, etc. Then, in the command line, create a StdInnKey item for each inn room in the area and give that many keys to the innkeeper. StdInnKeys only work in the area that they are sold in, so only have one Innkeeper per area. Save the innkeeper, and then do a RESET ROOM on the room with the innkeeper to get him to properly catalog all of the inn rooms in the area and link the keys. An example of a working Inn Keeper can be found in the Greenshoe Inn in the CMARE SHARE Area listing.
- P) SHIP SELLER
- Q) CLAN SHIP SELLER
- R) SLAVES
- U) AUCTIONEER
- V) INSTRUMENTS
- W) BOOKS
- X) READABLES
- Y) CLOTHS
View Flag/Type
This setting determines the results of the VIEW command on the shopkeeper's inventory. If no flags are set, VIEW will show only the item description.
- BASIC - This will also provide basic information, like wear location, material and weight.
- FALSE - This flag allows the shopkeeper to provide inaccurate information.
- IDENTIFY - This flag will provide information as if the spell identification was used.
Item Buy Mask
Inventory
Currency
Ignore Mask
Prejudice Factors
Item Pricing Factors
Budget
Devalue Rate
Inventory Reset Rate
Inventory reset rate is tricky business. This will reset their inventory in the designated frequency, selling only their base stock at the time of the inventory reset. Some considerations for inventory reset rate:
- Set a high value (96000 or 4.44 days) if you want other players to have the opportunity to buy these goods from the vendor.
- Set a moderate value (9600 or 10 hours, 40 minutes) if the vendor sells necessary staples, but you may want him to run out of them from time to time.
- Set a low value (30 or 2 minutes) if you want the vendor to sell items repeatedly, or have a very low inventory of what they sell (A McDougal's clerk selling Big Mic's...they effectively never run out, but their service is slow).
Loki's Recommendation on Shopkeepers
- Shopkeepers should be level-appropriate to the area they are in, so as to not skew the WHERE utility.
- Shopkeepers should generally have a short rejuvenation rate to ensure they are available to other players when needed.
- To avoid players farming shopkeepers for experience, consider using Prop_ModExperience with a factor of 50% or lower.
- In general, shopkeepers should be attackable. Special quest point vendors or starting zone shopkeepers may benefit from Prop_SafePet, but in general avoid this property on shopkeepers because it will negate many thieving abilities.
- For attackable shopkeepers, consider lowering their armor value (tougher) by 50%. If they have a base armor score of 50, take it down to 25. If they have an armor of -100, take it down to -200. Alternatively, you can do this with gear that may be bound to the shopkeeper (so a skilled thief could strip away the armor).
- For attackable shopkeepers, considering lowering their damage value by 50% (making them weaker), increase their hit points by 300%, grant a 25% (or more) save vs magic, and decrease their attack by their level. This will make fights with shopkeepers take significantly longer, regardless of spell damage or physical damage...which may give more time for local law enforcement to arrive.
- Players are very clever, and will often move your shopkeepers around. For this reason, it is highly recommended to provide all shopkeepers with the WanderHomeLater effect. This will enable them to return to their spot when not escorted by a player (such as under a charm spell).
- Prop_NoOrdering, Prop_Resistance with specific abilities, and Spell_Anchor are other good effects to limit the kidnapping of shopkeepers.
Notes
- When making shopkeepers, consider having a very large stock of any basic items (like torches or rations in a starting zone) or a high inventory rejuv rate.
- GenShopkeepers with unique currencies should NOT have money when killed, since it will be in this unique currency, encouraging players to kill them.