Remove rent code and cost per day

This commit is contained in:
kinther 2025-12-24 08:38:38 -08:00
parent 0bb44d02b5
commit 9d894e208d
41 changed files with 366 additions and 564 deletions

View file

@ -131,7 +131,7 @@ wait 1 s
%load% <obj|mob> <vnum> [name [position]]
This command loads a mob or object into the game. No-take objects loaded to
an actor will load to the room. NO_RENT objects can not be loaded.
an actor will load to the room.
load an object to room: %load% obj 1300
load a mob to room : %load% mob 1300
@ -1487,7 +1487,7 @@ configuration values that control the operation of the MUD.
OasisOLC MUD Configuration Editor
G) Game Play Options @RHELP CEDIT-GAME@n
C) Crashsave/Rent Options @RHELP CEDIT-SAVE@n
C) Crashsave Options @RHELP CEDIT-SAVE@n
R) Room Numbers @RHELP CEDIT-ROOM@n
O) Operation Options @RHELP CEDIT-OPERATION@n
A) Autowiz Options @RHELP CEDIT-AUTOWIZ@n
@ -1513,12 +1513,12 @@ G) Maximum Experience Loss : 500000
H) Max Time for NPC Corpse : 5
I) Max Time for PC Corpse : 10
J) Tics before PC sent to void : 1000000
K) Tics before PC is autosaved : 2000000
L) Level Immune To IDLE : 35
M) Death Traps Junk Items : No
N) Objects Load Into Inventory : Yes
O) Track Through Doors : Yes
P) Display Closed Doors : Yes
K) Level Immune To IDLE : 35
L) Death Traps Junk Items : No
M) Objects Load Into Inventory : Yes
N) Track Through Doors : Yes
O) Display Closed Doors : Yes
P) Diagonal Directions : No
R) Mortals Level To Immortal : Yes
1) OK Message Text : Okay.
2) NOPERSON Message Text : No-one by that name here.
@ -1583,13 +1583,9 @@ See also: CEDIT-MENU
#31
CEDIT-SAVES
A) Free Rent : Yes
B) Max Objects Saved : 30
C) Minimum Rent Cost : 100
D) Auto Save : Yes
E) Auto Save Time : 5 minute(s)
F) Crash File Timeout : 10 day(s)
G) Rent File Timeout : 30 day(s)
A) Auto Save : Yes
B) Auto Save Time : 5 minute(s)
C) Crash File Timeout : 10 day(s)
Q) Exit To The Main Menu
See also: CEDIT-MENU
@ -3206,7 +3202,6 @@ xnames ../lib/misc/xnames
levels ../log/levels
rip ../log/rip
players ../log/newplayers
rentgone ../log/rentgone
errors ../log/errors
godcmds ../log/godcmds
syslog ../syslog
@ -3748,7 +3743,7 @@ Usage: hcontrol build <house vnum> <exit dir> <player name>
House control, controls the addition, removal, and payments of houses.
Hcontrol show will show all the houses currently defined in the game along
with their last 'rent' payment date.
with their last upkeep payment date.
See also: HOUSE, HOUSES
#31
@ -3931,7 +3926,7 @@ loaded into your house next time you enter the game.
Guests of your house can be defined using the HOUSE command. See HOUSE for
more information.
Houses are an alternative to renting. You can simply enter your house and
Houses are an alternative to logout storage. You can simply enter your house and
quit; your objects will drop to the ground and be crash-saved for when you
return. There is currently no limit to the number of objects which can be
stored in your house. Of course, players must expect to pay a much higher
@ -4069,9 +4064,9 @@ See also: DETECT-INVISIBILITY
#0
INNS RECEPTIONS
Inns are only required if renting is enabled.
Inns are only required if inn services are enabled.
See also: OFFER, RENT
See also: OFFER
#0
INVENTORY
@ -4841,7 +4836,7 @@ All with a max load of 10. The first time the zone resets. 5 Kobolds will be
loaded in 5 different rooms. The second time another 5 Kobolds will be loaded
into those same rooms. So now you would have 5 rooms with 2 Kobolds in each.
Next zone reset - nothing changes unless some players come along and kills some
Kobolds. An object in a players rent file does not count as in the game.
Kobolds. An object in a players save file does not count as in the game.
See also: DEPENDENT, ZEDIT-MENU, ZEDIT-ADVANCED
#31
@ -5723,18 +5718,18 @@ OBJ-FORMATS OBJECT-FORMATS OBJ-FILES
<action description>~
<type flag> <extra (effects) bitvector> <wear bitvector> <perm affects>
<value 0> <value 1> <value 2> <value 3>
<weight> <cost> <rent per day>
<weight> <cost> <unused>
{Zero or more Extra Descriptions and/or Affect Fields}
See also: OEDIT
#31
OBJ-NOTES OBJECT-NOTES BOOKS PENS NOTES QUILLS NEWSPAPERS POSTITS POST-ITS OBJ-TYPE-NOTE PAPERS TYPE-NOTE
With Object Type NOTE you can then use the A-desc to write what you want
With Object Type NOTE you can then use the M-desc to write what you want
people to see when they read it. Players will then be able to write on the
note by holding a PEN. If you want to create a book I suggest using object type
OTHER. That way players can read/look book but can not overwrite what you put
in the a-desc.
in the m-desc.
To make a long book you have to use the extra descriptions with keywords
like 1 2 3 etc. Since the buffers can only hold so much text. You would need
to include instructions, something like this: to read another page type read #.
@ -5854,15 +5849,12 @@ applies. Suggested object standards are displayed at the end of each apply
See also: STANDARDS
#31
OEDIT-COST OEDIT-COST/DAY OEDIT-TIMER OBJECT-TIMER TIMERS COST-DAY
OEDIT-COST OEDIT-TIMER OBJECT-TIMER TIMERS
9) Cost : @c0@n
How much is the object worth. Maximum 1000.
A) Cost/Day : @c0@n
NOT USED. This is for MUD's that charge rent.
B) Timer : @c0@n
A) Timer : @c0@n
Should not be set, but may be used in conjunction with a timer trigger.
See also: %TIMER%
@ -5905,13 +5897,12 @@ to what may lie ahead or what has happened in the past.
See also: TEXT-EDITOR, EXTRA, SWORDS
#31
OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP NORENT NO_RENT OFLAGS OBJFLAGS OBJ-FLAGS
OEDIT-EXTRA-FLAGS OEDIT-FLAGS OBJECT-FLAGS OBJECTFLAGS GLOW HUM NODROP NO_DROP OFLAGS OBJFLAGS OBJ-FLAGS
6) Extra flags : @cNOBITS@n
1) GLOW Item is glowing (cosmetic).
2) HUM Item is humming (cosmetic).
3) NORENT Item cannot be rented.
4) NODONATE Item cannot be donated.
5) NOINVIS Item cannot be made invisible.
6) INVISIBLE Item is invisible.
@ -5989,8 +5980,7 @@ OEDIT-MENU OBJ-MENU OBJECT-MENU
7) Wear flags : @cTAKE@n @RHELP OEDIT-WEAR-FLAGS@n
8) Weight : @c0@n @RHELP OEDIT-WEIGHT@n
9) Cost : @c0@n @RHELP OEDIT-COST@n
A) Cost/Day : @c0@n @RHELP OEDIT-COST/DAY@n
B) Timer : @c0@n @RHELP OEDIT-TIMER@n
A) Timer : @c0@n @RHELP OEDIT-TIMER@n
C) Values : @c0 0 0 0@n @RHELP OEDIT-VALUES@n
D) Applies menu @RHELP OEDIT-APPLIES@n
E) Extra descriptions menu @RHELP OEDIT-EXTRA@n
@ -6218,7 +6208,7 @@ will not be able to take it. By giving it a large weight this causes the code
to say it is too heavy for you instead of "You can't take that". Good for
statues, and funny when you see players dropping all their stuff and stripping
naked to get the things. Objects without take flags do not require a weight,
cost, cost/day, applies, min level, and perm affects.
cost, applies, min level, and perm affects.
Note that the TAKE bit controls whether or not an item can be picked up
using the get or take command, whereas the HOLD bit controls if the object
can be worn using the hold command. The wear flags determine how you can
@ -6245,21 +6235,6 @@ Everything that has a take flag must have a weight. For weapons a weight of
If you do not want something to be taken you can remove the TAKE flag.
See also: OEDIT-WEAR-FLAGS
#31
OFFER RENTING UNRENTING UN-RENTING
Usage: offer
rent
For use in the receptions of inns.
Offer makes the innkeeper tell you the cost of storing your belongings
for one day. Rent stores your belongings and exits you from the game.
When you re-enter, you will start where you rented.
However, rent is free here, and you can simply quit.
See also: INN, RECEPTION
#0
OFFLINE-EDITOR CIRCEDIT CWC
@ -6560,7 +6535,7 @@ The shop owner simply places his unwanted items into the stock room, and they
instantly become available to buy in the shop. The shopkeeper works like any
other shopkeeper, but only sells the contents of the stock room.
Unsellable or unrentable items cannot be sold, and simply won't appear on the
Unsellable items cannot be sold, and simply won't appear on the
shopkeeper's list.
When an item is sold, a small pile of gold will appear in the stock room. The
@ -7464,7 +7439,7 @@ QUIT LOGOUT
When you get tired of playing, you can leave the game by typing 'quit'.
You can quit anywhere, and you will not lose your EQ when you decide to do so.
See also: INN, OFFER, RENT
See also: INN, OFFER
#0
RADIAX
@ -7610,7 +7585,7 @@ See also: REDIT-MENU, RLIST, DIG, OLC, XCOPY
REDIT-DELETE ROOMDELETE ROOM-DELETE ERASE DELETE-ROOM ODELETE OEDIT-DELETE MDELETE MEDIT-DELETE DELETE-OBJECT
Deletes the current room, mobile, or object. Be careful and make sure you
are deleting the right vnum. Do not delete objects in rent files.
are deleting the right vnum. Do not delete objects in save files.
See also: OLC, AUTOSAVE, PURGE, VDELETE
#31
@ -8686,8 +8661,8 @@ SHOW-SHOPS SHOW-ZONES SHOWZONES SHOWSHOPS ZSTAT SHOW->ZONES SHOW-COLOUR SHOW-COL
Usage: show <mode> [argument]
Show options:
zones player rent stats errors
death godrooms shops houses snoop
zones player stats errors
death godrooms shops houses snoop
The SHOW command displays information. Some modes of show require additional
information, such as a player name.
@ -8699,7 +8674,6 @@ zones Shows all the zones in the game and their current reset status.
death Shows all death traps in the game.
player Shows player summary information, simply provide a player name.
godrooms Shows the rooms in the 'god zone'.
rent Shows the filename and path to a players rent file.
shops Shows all the shops in the game and their buy/sell parameters.
stats Shows game status information including players in game, mobs etc.
houses Shows the houses that are currently defined.
@ -11965,8 +11939,7 @@ Objects When using field - The variable returns:
affects() - Checks if flag exists. @RHELP OEDIT-AFFECT@n @RTSTAT 1205@n
carried_by - The id of the character carrying the object, or an empty return. @RTSTAT 55005@n
contents - Gives the first object in a container. @RTSTAT 32@n
cost() - The cost (not rent cost) of the object. Subfield sets.
cost_per_day - The rent cost of the object
cost() - The cost of the object. Subfield sets.
count - The number of the same object.
has_in - True if the container holds the item.
hasattached() - Checks if the trig is attached. @RHELP HASATTACHED@n.

View file

@ -95,7 +95,7 @@ NEW COMMANDS AND NEW MUD BEHAVIOR:
shouts, emotes, socials, and even people talking in the same room.
*****************************************************************************
IF YOU LEAVE THE GAME FOR MORE THAN AN HOUR, either by renting or plain
IF YOU LEAVE THE GAME FOR MORE THAN AN HOUR, either by logging out or
quitting, your hit points, move points, and mana will be fully restored
when you come back! This doesn't work if you're poisoned.
*****************************************************************************

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@ -587,4 +587,59 @@ cover their face.
11 0 0 0 0 al 0 0 0 0 0 0 0
1 1 0 10
1 10 0 0 0
#163
pants worn fraying~
a pair of worn, fraying pants~
Some worn, fraying fabric is lying here in a heap.~
What was once likely a nice pair of pants has been worn down over several
years. The bottom has frayed and is in tatters, while the knees are completely
split open.
~
11 0 0 0 0 ag 0 0 0 0 0 0 0
0 0 0 0
1 5 0 0 0
#164
shirt worn sleeveless~
a worn, sleeveless shirt~
A plain shirt without sleeves lies here.~
This shirt at one point had sleeves, but they have been cut from the body.
A plain undyed color, it looks similar in color to sand.
~
11 0 0 0 0 ae 0 0 0 0 0 0 0
0 0 0 0
1 5 0 0 0
#165
shirt sandcloth~
a sandcloth shirt~
A shirt made of sandcloth lies here.~
This shirt is made from undyed sandcloth. Woven to keep out the harsh gritty
sand that is found nearly everywhere, the fabric is known for being lightweight
and resistant to the elements.
~
11 0 0 0 0 ae 0 0 0 0 0 0 0
0 0 0 0
1 20 0 0 0
#166
trousers sandcloth pair~
a pair of sandcloth trousers~
A pile of undyed sandcloth lies here in a heap.~
These pants have been sewn by a modest tailor and made out of undyed
sandcloth. Known for its ruggedness and being lightweight, they look capable of
keeping the wearer safe from the elements.
~
11 0 0 0 0 ag 0 0 0 0 0 0 0
0 0 0 0
2 30 0 0 0
#167
boots carru hide pair~
a pair of carru-hide boots~
A pair of boots made out of carru hide are here.~
Made from tanned carru hide, these boots look sturdy and well worn. The
stitching is dark and repeats an X pattern, reinforcing them to ensure they
remain reliable for a long time. The sole appears to be made of two layers of
hide, reinforcing the foot from the ground below.
~
11 0 0 0 0 ah 0 0 0 0 0 0 0
0 0 0 0
1 40 0 0 0
$~

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@ -1,6 +1,6 @@
#1
None.~
City of Tyr~
Kinther~
City of Caleran~
100 999 30 2
S
$