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
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
H) MEATS
+
* H) MEATS
I) VEGETABLES
+
* I) VEGETABLES
J) HIDES
+
* J) HIDES
K) LUMBER
+
* K) LUMBER
L) METALS
+
* L) METALS
M) ROCKS
+
* M) ROCKS
O) INN KEEPER
+
* O) INN KEEPER
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===
  
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===Currency===
 
===Currency===
 +
 +
===Ignore Mask===
  
 
===Prejudice Factors===
 
===Prejudice Factors===
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==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).
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*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.
 
**[[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.

Revision as of 18:45, 1 November 2020

CoffeeMUD
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=
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
  • 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
  • H) MEATS
  • I) VEGETABLES
  • J) HIDES
  • K) LUMBER
  • L) METALS
  • M) ROCKS
  • O) INN KEEPER
  • P) SHIP SELLER
  • Q) CLAN SHIP SELLER
  • R) SLAVES
  • U) AUCTIONEER
  • V) INSTRUMENTS
  • W) BOOKS
  • X) READABLES
  • Y) CLOTHS

View Flag/Type

Item Buy Mask

Inventory

Currency

Ignore Mask

Prejudice Factors

Item Pricing Factors

Budget

Devalue Rate

Inventory Reset Rate

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).


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.