> > This could also solve a problem I've been having. The Pet Store within > > my game here, for some reason, sells animals for free. I've been looking > > through the code, the shop files, the mob files, object files, and so > > forth, for something to determine how much the mobs sell for, or any sort > > of Pet Shop operations. I haven't had any luck. > > Pets are free due to their Experience. This'll be fixed in pl9. Fear not. > If you want to fix it for now, give the mbos xp values. Thanks for the help there. The pets now cost something. Something I'd like to see would be a definition within the shop file which could override the prices of the vnums specified, so a store might sell a lantern or weapon for higher the normal price, or lower, or even apply a value to an item that has none. I'm away of the floating-point value to increase or decrease all the store items, but a single item application would be useful. I had thoughts of including this meself. When I get into using files in C (heh), I'll start mucking around with that.
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