/* ************************************************************************ * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * ************************************************************************* */ #<xx>~ Shop Number (Not used) <num1> <num2> <num3> <num4> <num5> These numbers refer to the objects the shop produces. The numbers are virtual numbers. <Profit when selling> The object value is multiplied by this value when sold. This is a floating point value. Must be >= 1.0 <Profit when buying> The object value is multiplied by this value when bought. This is a floating point value. Must be <= 1.0 <num1> <num2> <num3> <num4> <num5> These five numbers are the item-types traded with by the shop. See dbsup.doc. <Message When Item to buy is non existing>~ <Message When item trying to sell is non existing>~ <Message When wrong item-type sold>~ <Message when shop can't afford item>~ <Message when player can't afford item>~ <Message when buying an item>~ Price is %d <Message when selling an item>~ Price is %d <Temper 1> When player can't afford an item. 0 - The shopkeeper spits player in the face. 1 - The shopkeeper smokes his joint. other - No action besides message above. <Temper 2> When player is attempting a "kill shopkeeper" 0 - Shopkeeper tells player "Don't ever try that again!" and gets the first hit! 1 - Shopkeeper tells player "I'm to powerfull for you - midget!" and killing is impossible. other - No action besides message above. <Shop Keeper Mobile Number> Virtual number of the shopkeeper. <With Who> Case to be added later. For example character classes. <Shop Room Number> The virtual number the mobile must be in for the shop to be effective. (So trans'ed shopkeepers can't sell in the desert). <Time when open start 1> <Time when open end 1> The hours between which the shop is open. <Time when open start 2> <Time when open end 2> The hours between which the shop is open.