Feature Specification: Shops & Merchants
Posted: Sat Mar 11, 2006 3:51 am
Shops & Merchants
The requirements for player run shops and non-player merchants are detailed below.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
PC Shops
Players will be able to setup and operate their own persistent shops. Each shop will include specific persistent containers to store items for sale and will include a clerk to handle the transactions. Each shop will have a deed that can be traded, bought, or sold from other players. Deeds cannot be stolen or pick pocketed. A player in possession of a deed will be considered the owner of the shop the deed pertains to and permitted to stock items as needed.
Shops and clerks will have up keep costs configurable per deed (includes possession/property tax) to be collected from the owner on a monthly basis. Players that cannot maintain the up keep costs will forfeit the deed to their shop. Deeds to unowned shops may be purchased by players from the store clerk for a one time fee configurable per deed.
NPC Merchants
NPC merchant inventories will be persistent with no more than triple redundancy on custom items. Common items will be restocked hourly or available in infinite supply. Stock items will be rotated daily with d10 cheap, d2 masterwork and 10% magical (or equivalent) according to the merchant type. The number of dice rolled will vary based on town size (on the area or the NPC) such that cities like Waterdeep will have greater quantities and remote trading posts will have less.
Merchants will buy all non-crafted items, but at 10% of the value if they don't normally stock it. Merchants will also deal in gems exchanging 95% of the appraised value of a gem for currency.
Temple Priest:
Priests will sell items relating to the healing and curing of ailments. They will also offer healing and ressurection services.
Fishmonger:
Fishmongers will sell fish and the tools for the catching and cleaning of them.
Bard:
Bards will sell musical instruments and compositions.
Mage:
Mages will sell spells and components for the casting and scribing of them. They will also offer identification services and insight into all things arcane.
Paladin:
TBD
Herbalist:
Herbalists will sell herbs and other non-magical items with medicinal properties. They may also offer minor healing services.
Blacksmith:
A blacksmith will sell ingredients needed for the creating of weapons and armor. They may also offer repair services for worn or broken weapons and armor.
Weaponsmith:
A weaponsmith will sell weapons and items relating to their maintenance.
Armorsmith:
An armorsmith will sell armor and items relating to their maintenance.
Tailor:
A tailor will sell clothing and tailoring items. They will also offer clothing/armor modification services.
Innkeeper:
An innkeeper will sell keys to rooms that can be used for safe resting.
Bartender:
A bartender will sell food and beverages to the tavern patrons. A bartender may also sell information.
General Store (Bazaar/Emporium):
A general store will sell basic items like ropes, torches, tents, bedrolls, oil flasks, tinderboxes, rations and tonics.
Jeweler:
A jeweler will sell gems.
Merchant System
Clerks and NPC merchants will allow players to haggle in the process of buying or selling items (bargaining). Bargaining is a skill strongly affected by Charisma. Players with high Charisma will generally achieve better results when attempting to haggle on prices. Excessive or unreasonable haggling will result in a reputation adjustment in proportion to the 'offense'. The number of attempts per item perceived as excessive will be inversely proportional to the merchants Intelligence score. Offering less than 50% of the base value of an item will be the threshold for unreasonable (considered an insult).
If a player fails to successfully bargain with the merchant, they will not be permitted to try again with the same merchant for at least 1 in-game day. Bargaining will be configurable per store.
Standard items will be stored in open containers throughout the shop. Special items will be stored in locked containers and/or rooms and can only be accessed through conversation options.
All standard store items for sale can be acquired and examined, wielded, or worn before a buying decision is reached. A merchant counter will be used to indicate what items a player has the intent to purchase. A player can attempt to shoplift an item by entering into stealth mode. A successful hide check against all NPCs in perception range will yield the item unnoticed. A player may choose to steal an item outright by leaving the store without paying but will suffer a significant reputation adjustment with the merchant and local guard faction. Players who are caught stealing may be wanted by local law enforcement, arrested and stripped of all items, fined for the offense and/or may no longer be eligible for trade with honest merchants in the community.
Stealing is configurable per store and when disabled, all non-purchased items will be removed from the player's inventory when leaving the shop or upon login after a reset.
Clerks and merchants can be configured to destroy all items sold to them, destroy items below a specific value, or destroy all items but the most valuable ones. Clerk and merchant controls will be accesssible via the DM wand.
NWN Object Dependencies
Persistent Chest, Weapon Rack, Armor Stand, Clothing Rack, Merchant Counter, Shop Deed
Local Variables and External Configs
iTownSize, iStoreSize, sMerchantType, iUpKeepCost, bAllowStealing, bAllowBargaining, bIdentifyItems, bBuyItems, bSellItems, bBuyStolenItems, iMaxOffer, fBuyMultiple fSellMultiple
Logging and Debugging (global LOG & DEBUG (on/off) constants)
Shoplifted Items and Attempts
Persistence Requirements
Store Inventories, Player Reputation
Event Dependencies
OnConversation, OnDisturbed, OnOpen, OnClose, OnClientEnter
The requirements for player run shops and non-player merchants are detailed below.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
PC Shops
Players will be able to setup and operate their own persistent shops. Each shop will include specific persistent containers to store items for sale and will include a clerk to handle the transactions. Each shop will have a deed that can be traded, bought, or sold from other players. Deeds cannot be stolen or pick pocketed. A player in possession of a deed will be considered the owner of the shop the deed pertains to and permitted to stock items as needed.
Shops and clerks will have up keep costs configurable per deed (includes possession/property tax) to be collected from the owner on a monthly basis. Players that cannot maintain the up keep costs will forfeit the deed to their shop. Deeds to unowned shops may be purchased by players from the store clerk for a one time fee configurable per deed.
NPC Merchants
NPC merchant inventories will be persistent with no more than triple redundancy on custom items. Common items will be restocked hourly or available in infinite supply. Stock items will be rotated daily with d10 cheap, d2 masterwork and 10% magical (or equivalent) according to the merchant type. The number of dice rolled will vary based on town size (on the area or the NPC) such that cities like Waterdeep will have greater quantities and remote trading posts will have less.
Merchants will buy all non-crafted items, but at 10% of the value if they don't normally stock it. Merchants will also deal in gems exchanging 95% of the appraised value of a gem for currency.
Temple Priest:
Priests will sell items relating to the healing and curing of ailments. They will also offer healing and ressurection services.
Fishmonger:
Fishmongers will sell fish and the tools for the catching and cleaning of them.
Bard:
Bards will sell musical instruments and compositions.
Mage:
Mages will sell spells and components for the casting and scribing of them. They will also offer identification services and insight into all things arcane.
Paladin:
TBD
Herbalist:
Herbalists will sell herbs and other non-magical items with medicinal properties. They may also offer minor healing services.
Blacksmith:
A blacksmith will sell ingredients needed for the creating of weapons and armor. They may also offer repair services for worn or broken weapons and armor.
Weaponsmith:
A weaponsmith will sell weapons and items relating to their maintenance.
Armorsmith:
An armorsmith will sell armor and items relating to their maintenance.
Tailor:
A tailor will sell clothing and tailoring items. They will also offer clothing/armor modification services.
Innkeeper:
An innkeeper will sell keys to rooms that can be used for safe resting.
Bartender:
A bartender will sell food and beverages to the tavern patrons. A bartender may also sell information.
General Store (Bazaar/Emporium):
A general store will sell basic items like ropes, torches, tents, bedrolls, oil flasks, tinderboxes, rations and tonics.
Jeweler:
A jeweler will sell gems.
Merchant System
Clerks and NPC merchants will allow players to haggle in the process of buying or selling items (bargaining). Bargaining is a skill strongly affected by Charisma. Players with high Charisma will generally achieve better results when attempting to haggle on prices. Excessive or unreasonable haggling will result in a reputation adjustment in proportion to the 'offense'. The number of attempts per item perceived as excessive will be inversely proportional to the merchants Intelligence score. Offering less than 50% of the base value of an item will be the threshold for unreasonable (considered an insult).
If a player fails to successfully bargain with the merchant, they will not be permitted to try again with the same merchant for at least 1 in-game day. Bargaining will be configurable per store.
Standard items will be stored in open containers throughout the shop. Special items will be stored in locked containers and/or rooms and can only be accessed through conversation options.
All standard store items for sale can be acquired and examined, wielded, or worn before a buying decision is reached. A merchant counter will be used to indicate what items a player has the intent to purchase. A player can attempt to shoplift an item by entering into stealth mode. A successful hide check against all NPCs in perception range will yield the item unnoticed. A player may choose to steal an item outright by leaving the store without paying but will suffer a significant reputation adjustment with the merchant and local guard faction. Players who are caught stealing may be wanted by local law enforcement, arrested and stripped of all items, fined for the offense and/or may no longer be eligible for trade with honest merchants in the community.
Stealing is configurable per store and when disabled, all non-purchased items will be removed from the player's inventory when leaving the shop or upon login after a reset.
Clerks and merchants can be configured to destroy all items sold to them, destroy items below a specific value, or destroy all items but the most valuable ones. Clerk and merchant controls will be accesssible via the DM wand.
NWN Object Dependencies
Persistent Chest, Weapon Rack, Armor Stand, Clothing Rack, Merchant Counter, Shop Deed
Local Variables and External Configs
iTownSize, iStoreSize, sMerchantType, iUpKeepCost, bAllowStealing, bAllowBargaining, bIdentifyItems, bBuyItems, bSellItems, bBuyStolenItems, iMaxOffer, fBuyMultiple fSellMultiple
Logging and Debugging (global LOG & DEBUG (on/off) constants)
Shoplifted Items and Attempts
Persistence Requirements
Store Inventories, Player Reputation
Event Dependencies
OnConversation, OnDisturbed, OnOpen, OnClose, OnClientEnter