Thread: 'Normal' trades
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Old 10-13-2002, 02:44 AM   #10
Molly
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Join Date: Apr 2002
Location: Sweden
Home MUD: 4 Dimensions
Posts: 574
Molly will become famous soon enoughMolly will become famous soon enough
Astin, what you are describing is not code, it's a set of rules for how the Admins in your mud allow shops to be run. It's not coded, you just use a simple script or mob_prog to make the assistant appear and leave. This could be done in any mud, in any codebase.

There are several other ways to set up a shop. In my mud we've chosen a somewhat different system, where you buy yourself a crashproof house, set up as a shop. The backroom, where you keep your store of goods to sell,  is crashproof and can only be entered by the owner, the shop room is just an ordinary room that you use for apperances.

With this system you can sell anything that can be found on the mud in your shop, but you need of course to collect the items you sell yourself, which can be both hard and time-consuming.  With the system you describe the extra room doesn't need to be a crash-proof and you can only sell the limited number of items that have been reset on the assistant, but on the other hand there will be a limited supply of those. Both systems have their advantages, neither need any excessive code, they work on what's already in most codebases.

There are other ways too, for instance if your mud has set up a system for crafting, in which case the players that trained these crafts naturally will sell what they produce. The crafts can be anything you decide, like jeweller, weaponsmith, potion-maker, armorer, tailor etc. and the products can be simple or rather valuable, depending on how hard the craft is to learn and perform. This system probably will need some code support, but can also be worked with scripts/mobprogs. You don't even need a shop room for it, although it's always best to have one for the RP appearances.
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