Difference between revisions of "Prog Appendix 6"

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  >verb_prog p collect
 
  >verb_prog p collect
  if isbitset($n) == shopOwnerBit
+
  if isbitset($n) == shop[[OwnerBit]]
 
         mpset mob self copper 0
 
         mpset mob self copper 0
 
         mpset mob self platinum 0
 
         mpset mob self platinum 0
 
         mpset mob self gold 0
 
         mpset mob self gold 0
 
         mpset mob self silver 0
 
         mpset mob self silver 0
         mpat shopStorageVnum get all
+
         mpat shop[[StorageVnum]] get all
 
         mpget mob $i platinum 0
 
         mpget mob $i platinum 0
 
         mpget mob $i gold 1
 
         mpget mob $i gold 1
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  >verb_prog p buy
 
  >verb_prog p buy
  if isbitset($n) == shopOwnerBit
+
  if isbitset($n) == shop[[OwnerBit]]
 
         mpinterpret $n $x
 
         mpinterpret $n $x
 
         mpget mob $i platinum 0
 
         mpget mob $i platinum 0
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         mpget mob $i silver 2
 
         mpget mob $i silver 2
 
         mpget mob $i copper 3
 
         mpget mob $i copper 3
         mpat shopStorageVnum drop \$0 platinum
+
         mpat shop[[StorageVnum]] drop \$0 platinum
         mpat shopStorageVnum drop \$1 gold
+
         mpat shop[[StorageVnum]] drop \$1 gold
         mpat shopStorageVnum drop \$2 silver
+
         mpat shop[[StorageVnum]] drop \$2 silver
         mpat shopStorageVnum drop \$3 copper
+
         mpat shop[[StorageVnum]] drop \$3 copper
 
  endif
 
  endif

Revision as of 21:35, 26 April 2011

Appendix 6: Generic Prog Skeletons

In this section, we will include generic versions of whole progs, to be cannibalized and adapted for future use. Make the parts that need to be changed obvious!

Collected progs for making a player-owned shop, with profit-sharing and optional comped goods

Requirements are: 1 shopkeeper mobile (requires act keepgold), 1 room flagged save, nowhere, nosum_to, nosum_from, and nogate, and 1 free bit. Progs go on the mob.

>load_prog 100
 speak common

This mob talks, so include this if it's not a human.

>verb_prog p collect
if isbitset($n) == shopOwnerBit
       mpset mob self copper 0
       mpset mob self platinum 0
       mpset mob self gold 0
       mpset mob self silver 0
       mpat shopStorageVnum get all
       mpget mob $i platinum 0
       mpget mob $i gold 1
       mpget mob $i silver 2
       mpget mob $i copper 3
       if value(0) > 0
       or value(1) > 0
       or value(2) > 0
       or value(3) > 0
               say Your portion of the profits, sir.
               emote passes a small bag to $N.
//above is the flavour section of the cash handoff-- you will want to write your own.                
               mpmath 4 \$3 + 10*\$2 + 100*\$1 + 1000*\$0
               mpmath 5 (\$4*2)/5
//the above line is the one where owner return rate is determined.
//do decimals via fractions. Example shown gives a 40% return--
//use that number as-is unless you have a reason to do otherwise.
               mpmath 6 \$5/1000
               mpmath 5 \$5 - \$6*1000
               mpmath 7 \$5/100
               mpmath 5 \$5 - \$7*100
               mpmath 8 \$5/10
               mpmath 5 \$5 - \$8*10
               mpset mob self copper \$5
               mpset mob self platinum \$6
               mpset mob self gold \$7
               mpset mob self silver \$8
               give \$5 copper $n
               give \$8 silver $n
               give \$7 gold $n
               give \$6 platinum $n
               note to immortal
               note subject $N collected $s filthy, filthy lucre.
               note + I passed off \$6 platinum, \$7 gold, \$8 silver, and \$5 copper.
               note send
               
       else
               say I apologize, sir, but there hasn't been enough business, since you were by last.
 //flavour for no money in the storage room; again, write your own.                
       endif
else
       emote pointedly ignores $N.
//you ain't the boss of me-- and the same.        
endif
>verb_prog p buy
if isbitset($n) == shopOwnerBit
       mpinterpret $n $x
       mpget mob $i platinum 0
       mpget mob $i gold 1
       mpget mob $i silver 2
       mpget mob $i copper 3
       give \$0 platinum $n
       give \$1 gold $n
       give \$2 silver $n
       give \$3 copper $n
       tell $n Your money is no good here, sir.
else
//the above section can be removed for a shop that doesn't comp purchases, or math can be done to provide
//a discount rather than comping, if you study the math in 'collect' above.
       mpinterpret $n $x
       mpget mob $i platinum 0
       mpget mob $i gold 1
       mpget mob $i silver 2
       mpget mob $i copper 3
       mpat shopStorageVnum drop \$0 platinum
       mpat shopStorageVnum drop \$1 gold
       mpat shopStorageVnum drop \$2 silver
       mpat shopStorageVnum drop \$3 copper
endif