Remember to look at price.doc which contains pricing guidelines for various types of items. *************************************************************************** * MONEY.TXT * * Version 1 * * Updated: December 17 1995 * * * * Useable in the 50 LEVEL mud Updated By Palio * *************************************************************************** Author: palio@blinksoft.com, Mon Dec 18 01:14:24 1995 SHOPKEEPERS =========== It has been noted that the money on Valhalla is getting out of hand. People are not putting enough cost on items, and most items sold in shops are not being bought because a player simply has to go kill for it. The stuff that they do have to buy is sadly under-priced. The money system on Valhalla needs to be regulated a bit more. Please try to make some stuff that is only avaliable through the shop keepers and priced is appropriatly. MOB MAX MONEY ============= The max alloud on mobs is listed below please ensure your mobs have the correct amount of money on them and remeber not every mob in your zone needs money on it. As it stands now the compiler will now complain if you let mobiles have too much money on them. The following max's are listed out in iron pieces we ask you to use the table below this to convert it to the appropriate money value. The follow is the max alloud on the mobs for money. levels Iron pieces ------ ----------- 1..20 5 per level 21..100 10 per level 101..150 15 per level 151..200 20 per level Thus a level 200 with a max amount of coins should have 4000 iron pieces or 6.25 gold. There should never be a mob with a platinum piece on it without permission of the game administrators. ITEM MAX MONEY ============== When items have money in them the max aloud should be based on the the max alloud to the highest natural mob in your zone (In other words do not include mobs made for quests ect. That you have given extra levels to. For example You have a zone with mobs level 20-30 and you have a level 199 mob that is used for quests. You would base your item max money on the level 30 not the level 199. CONVERSION ========== 10 Iron = 1 copper 8 copper = 1 silver 8 silver = 1 gold 8 gold = 1 platinum If the mobs in the game continue to have too much money on them we will handle it in a couple of ways. 1) Mobs with excess money on them will be slimed 2) We will see about having the compiler reject files with excess money. We would perfer to not do this because with everything exceptions may be alloud to the money max with admin aproval. MONEY/RENT/COST =============== When writing a zone please make sure you are using the most current money system. The following are out of date and should be changed as soon as possible. cost 10 cost 12*SILVER_MULT When useing money in your zones please use the following: 1 IRON_PIECE 1 COPPER_PIECE 1 GOLD_PIECE 1 PLATINUM_PIECE LOADING MONEY IN OBJECTS ======================== When loading money into an object such as a chest or bowl you must create a money object in your zone then load the object into the item you want the money in. The object would be as follows. coins MONEY(IRON_PIECE, 40) end SPECIAL CIRCUMSTANCE ==================== Anyone feeling they have special circumstance to not stay with in these guild lines please address the matter to Valhalla Mud Admin. ============================================================================= Extracted from a reminder to all gods from Palio: Please note that the rent and money on items is not being followed. We will be checking for rents and costs on items please see that all your stuff is within these limits. In order to make the money system work we need to get the rents and costs under control. I know some of them sound outrageous but they are in fact not. If you notice in the example below that the sword named slayer seems to have a high cost. In fact this matters little as there is no shopkeeper around that will pay that for the item so the players can not use it as a get rich quick sceme. Also remeber we are working to get all items in the mud under these guide lines. Just because joe-blows 'super duper extra deluxe whatchamacallit' is not within these guide lines does not give you permission to not follow them. We will find all those not with the guide lines and fix them or slime them as fast as we can. We ask that zone conform to these guide line by the last day of January. slayer names {"sword named slayer","sword","slayer"} title "A sword named 'Slayer'" descr "A very evil looking sword has been dropped on the ground." flags {UNIT_FL_MAGIC} manipulate {MANIPULATE_TAKE,MANIPULATE_WIELD} WEAPON_DEF(WPN_LONG_SWORD, +16, +23) WEAPON_SLAYER(RACE_HUMAN) STR_TRANSFER(+4) DEX_TRANSFER(+2) WEAPON_TRANSFER(WPN_LONG_SWORD, +15) /* mag modifier 23 * 20 copper per point = 460 copper race slayer 50 copper ability transfer 4 *25 copper per point = 100 copper ability transfer 2 *25 copper per point = 50 copper wpn transfer 15 *8 copper per point = 120 copper total rent due is 780 copper pieces. Cost of item is 10 times that number or 7800 copper*/ cost 15 PLATINUM_PIECE 1 GOLD_PIECE, 7 COPPER_PIECE rent 1 PLATINUM_PIECE 4 GOLD_PIECE, 1 SILVER_PIECE, 4 COPPER_PIECE weight 20 special SFUN_OBJ_EVIL_ONLY special SFUN_RESTRICT_OBJ "Level = 33 Dex = 20" end 5. Equipment Rent All magical equipment must be accompanied by rent. Weapons and armor having no statistical bonuses are considered magical if they have a magical modifier other than 0. Here are the guidelines for rent determination. Bonuses Base rent ------- --------- Ability Bonus 25 cp/point Skill/Spl/Wpn Bonus 8 cp/point Allows Detection (such as detect invisible) 25 cp/detect Slayer properties 50 cp Does DIL damage variable (50-500 cp) Other DIL effects variable (25-100 cp) Magical Modifier* ( < 5) 4 cp/point (6-10) 8 cp/point (11-15) 12 cp/point (16-20) 16 cp/point (21-25) 20 cp/point A +10/+10 sword giving +3 STR, +2 DEX and +10% on short sword skill will cost a base 4 gp, 3 sp and 5 cp to rent. A +20/+15 slaying hammer giving +5 STR, +2 DEX and +10% each in hammer and category axe/hammer will cost a base 1 pp, 6 sp and 5 cp to rent. Cost of a magical item is computed as 10 times its rent.