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The #SHOPS section consists of the #SHOPS header, one or more shop definition lines and the #SHOPS ender line 0 (zero) as shown here:
#SHOPS shop definition line 0 |
The function and structure of the shop definition lines will be explained below. It's very simple! But first, some things of note about shops:
Mob vnum |
Item type 1 |
Item type 2 |
Item type 3 |
Item type 4 |
Item type 5 |
Sale markup |
Buy back rate |
First open hour |
Last open hour |
* Comment: name of shopkeeper mob |
Here's what the fields mean:
A shop can not buy more than 5 different types of items. This is the limit imposed by the fixed number of 5 slots for item types in this line.
A shop need not buy exactly 5 item types. Code as many item types as you are willing for the shop to accept, and 0 for the remainder out of the 5 total.
A shop need not buy any items. Code a 0 in all 5 item type fields and the shop will reject anything offered.
There is a new shop item type
in Dizzy which is not shown in the
Shop Item Type Table because it's not really
an item type. Coding 999 in the first shop item type slot
for a shop indicates that the shopkeeper will sell (and buy) quest items,
i.e. items which are sold and bought only for Quest Points.
The (program internal) name of this flag is ITEM_QUESTSHOP
.
The only objects eligible for this kind of trade are those having an
object flag of ITEM_QUESTSELL
. See the
#OBJECTS Section and the
Object Flag Table for details.
A so-called Quest Shopkeeper will buy and sell only for quest points,
and will buy only quest items. If you code the 999 in the first field, this
makes the shopkeeper a Quest Shopkeeper; the other 4 slots will be ignored
but should be coded as 0 for clarity and future compatibility.
Quest Shopkepers do not HAGGLE, i.e. they sell only according to the
object's value and buy for the object's value times its
condition as a percentage, with both numbers modified as normal by the
Sale Markup and Buyback Rate.
Current DizzyMUD policy prescribes a Sale Markup of 100 and a Buyback Rate
of 35.
Note that the HAGGLE skill may allow some players to get better prices than those you establish here.
Do not code a percent sign! And never code a value less than 100!
Note that the HAGGLE skill may allow some players to get better prices than those you establish here.
Do not code a percent sign! And never code a value greater than 100!
Do not forget the final 0 (zero) at the end of the #SHOPS section!
SHOPS example (excerpted from the actual area file of midgaard) #SHOPS 3000 2 3 4 10 0 105 15 0 23 * the wizard 3001 0 0 0 0 0 110 100 0 23 * the baker 3002 1 8 13 15 19 150 40 0 23 * the grocer 3004 9 0 0 0 0 100 50 0 23 * the armorer 0 |
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This page was last updated May 15, 2001. |