Difference between revisions of "MOBS(GenShopkeeper)"
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(Created page with "{{CoffeeMUDWikiBuilderTOC}} {{CoffeeMUDWikiBuilderMOBTOC}} __NOTOC__ GenShopkeepers are special GenMobs who sell items, abilities or training. ==Special Shopkeeper Settings=...") |
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==Special Shopkeeper Settings== | ==Special Shopkeeper Settings== | ||
− | === | + | ==Loki's Recommendation on Shopkeepers== |
+ | *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). | ||
+ | |||
+ | =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. |
Revision as of 17:48, 1 November 2020
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
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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.
Special Shopkeeper Settings
Loki's Recommendation on Shopkeepers
- 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).
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.