/* ************************************************************************ * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ NEW FORMAT: CircleMUD v3.0 now has a new shop file format. Since the old format is still compatible, I've kept the old documetation at the end of this file. If you'd like to convert shop files in the old format to that of the new format, compile and run the utility shopconv. When writing new files, you need to tell CircleMUD that the shopfile is in the new format by including the following line BEFORE any shops in the file: CircleMUD v3.0 Shop File~ The rest of the file is formatted as follows: #~ Shop Number (Used only for display purposes) . . . -1 These numbers refer to the objects the shop produces. The numbers are virtual numbers. The list MUST end with a -1. The object value is multiplied by this value when sold. This is a floating point value. Must be >= 1.0 The object value is multiplied by this value when bought. This is a floating point value. Must be <= 1.0 [namelist 1] [namelist 2] [namelist 3] . . . [namelist n] -1 These lines contain the types of items that the shop will buy. The first argument, called "type" is the type of item (see dbsup.doc). Numerical, or english forms are valid (5 or WEAPON, 9 or ARMOR, etc) In addition, you can provide optional keywords to give specific keywords that must be present on the item. For further details on these expressions, see the notes following the new file format. This list must be terminated by a -1. ~ ~ ~ ~ ~ ~ Price is %d ~ Price is %d When player can't afford an item, the shopkeeper tells them they can't afford the item and then: 0 - The shopkeeper pukes on the player. 1 - The shopkeeper smokes his joint. other - No action besides message above. Allows you to set certain values for the shop. WILL_START_FIGHT 1 /* Players can attack shopkeeper */ WILL_BANK_MONEY 2 /* Shopkeeper puts money > 15000 into the bank */ A brief note: Shopkeepers should be hard (if even possible) to kill. The benefits players can receive from killing them is enough to unbalance most non monty-haul campaigns. Virtual number of the shopkeeper. Designate certain alignments or classes that the shop will not trade with. To determine this value, choose all elements on the list below that you do not want sold to, and add their values. TRADE_NOGOOD 1 TRADE_NOEVIL 2 TRADE_NONEUTRAL 4 TRADE_NOMAGIC_USER 8 TRADE_NOCLERIC 16 TRADE_NOTHIEF 32 TRADE_NOWARRIOR 64 . . . -1 The virtual numbers the mobile must be in for the shop to be effective. (So trans'ed shopkeepers can't sell in the desert). The list must be terminated by a -1.