Building Guide
SHOPS
OLC: Down and Dirty in the MUD
Here we will cover probably the hardest part of OLC...Don't despair!
It's easy to do when you get the hang of it. There are different kinds
of shops and different kinds of things that need to be done for each of
them..
OBJECT SHOPS
(food, drink, bars, armor, weapon, jewelry and others!)
unlike
pet shops and banks, object shops are designated by a shoppe. A shoppe is a mob
that you make to sell and buy things. Where the mob is reset, is where the shop
is. By making the shop mob wander (the stay_area flag) you make 'door to door'
salesmen. By making the shop mob sentinel (stationary, will not move) you have
created a store! So, here are the things you need to do to make a mob a shoppe
(shop keeper.)
CREATING AN OBJECT SHOP'S
SHOPPE
act
- set it to sentinel or stay_area (whichever suits your purposes)
shop
- type shop at a prompt to see the fields
shop hours
- syntax:
the hours are in mud time.. not system time
or RL time. So
make sure you check out your mud hours first. 0 is always midnight. So you can
judge from
there.
shop profit
- syntax:
buying is the % markup of an item when a player
buys it. selling
is the % of the value of the item that a player can sell an item to a shop for.
THE ITEMS YOU SELL
this is all done with resets.
The first reset you create has to be the shopkeeper (your shoppe.) After that
you list the items he is going to sell. The price of the items is determined by
their level (set when you create them in OEDIT) and the shops values you applied
to your shoppe. The shoppe will automatically post the values when you put them
into the reset. Here is an example of the resets.
reset 1 mob
1 1
reset 2 obj
none (this will
automatically set the obj as in the shopkeepers inventory)
here's an example:
reset 1 mob 1000 1 1 (this
will repop the mob and designate him as the shoppe)
reset 2 obj 1000 none (this
will cause obj vnum 1000 to be sold by the shoppe)
reset 3 obj 1001 none (this
will cause obj vnum 1001 to be sold by the shoppe)
reset 4 obj 1002 none (this
will cause obj vnum 1002 to be sold by the shoppe)
these
items will be available in unlimited quantities, unlike objects sold to the
shoppe by players, which will only be available in the quantity that was sold to
the shoppe
PET SHOPS
CREATING A PET SHOP
pet shops are unique in the
fact that when you create the room that the pet shop is going in, you MUST
reserve the next sequential room vnum for a warehouse / storage room!!. So,
for example, if the pet shop is room vnum 1000, you must create the next room by
typing: edit room create 1001 this will create the next room as a blank
room with NO exits.. Good! because this will be the pet 'storage' room. You will
be resetting your pets in here! Usually, no players should be allowed in this
room, so it shouldn't have exits. As far as the room name is concerned, make it
something that you will recognize as the 'storage' room.
set the pet shops room
flag (in REDIT) to pet_shop
the 'storage' room doesn't
get set to pet_shop
CREATING A PET SHOP KEEPER
you will create the pet
shoppe the same way you created the obj shoppe. Follow the same steps for the
different shop fields.
CREATING PETS
create your pet mobs as
usual, only you will need to set the act field to pet
FINISHING UP YOUR PET SHOP
RESETS:
in the pet shop:
the only reset you need to create in the pet shop is one for the shoppe
in the pet shop 'storage'
room: reset the pet mobs
in this room
be careful when setting the
pets reset max and minimum values for the pets.. as this will allow only a
certain number of them in the area at one time. This can be good.. you can limit
the numbers of each kind of pet as you want.. or make them as common as you
want!
BANKS AND MONEY CHANGERS
CREATING A BANK
when you create the room that
is to be the bank, make sure you set the room flag to bank
CREATING A BANKER OR MONEY CHANGER SHOPPE
create
the mob as usual however, you must set the shoppe's act flag to banker or
changer or both
it is
not necessary to set shop times for a banker/changer, however you do have that
option.
reset
the banker/moneychanger like normal
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