[MUD-Dev] New features for ScryMUD (Player-run Shops)

Ben Greear greear at cyberhighway.net
Sat Jan 2 23:59:14 New Zealand Daylight Time 1999

I just put the latest CVS snapshot of ScryMUD and Hegemon
up on my web page (see .sig below).  You can also subscribe
to the scrymud at kanga.nu newsgroup from my web page.
(Let me know if that screws up, to lazy to test it well.)

The main new feature is player-run shops.  The idea is that
players will be allowed to set buy and sell prices for items
that a shopkeeper will handle.  With the construct and
concoct skills, this should be a worthwhile thing for a player
to do.  Note that the shopkeepers can buy and sell, for any price
the player specifies, though he can buy no more when he is out
of gold for instance....  Shop location will be ruled by the
IMP, but players can have influence.  It is likely that prime
'real-estate' will cost much more than some shack half way between
lost and nowhere!  Related commands are:  value_set, value_add,
value_list, value_rem, adjust_register (cash), and
make_pso (imm-command to make a player-run-shop owner).

All of this should save perfectly across crashes/reboots, although
the operative word is 'should'!!!

Hegemon has a full GUI support for the various commands
(see the 'Controls' menu.)  Hegemon should paint it's
text a little better now, finally found a handle to the
FontMetrics object! :)

Also added these new commands/skills:  describe (oneself),
earthmeld and blend.  Changed some other skills around a bit.

ScryMUD is always looking for new builders and play-testers.  If
you would like to code (we're c++ for ScryMUD, java for Hegemon),
send email to me directly.

ScryMUD is released as Open Source, under the GPL.

Ben, aka Grock

Ben Greear (greear at cyberhighway.net)  http://www.primenet.com/~greear 
Author of ScryMUD:  mud.primenet.com 4444

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