& recon & econ REcon, a simple economic simulation system for PennMUSH. Copyright 1998-1999, Jonathan A. Booth (kamikaze@imsa.edu). Please see 'help econ design' for the design of the system. Please see 'help econ license' for licensing information. Please see 'help econ setup' for installation instructions. The REcon system supports the following commands; use 'help econ ' to access the help on them: +cost +give +goods +inv +pay +take The REcon system has the following informational topics; use 'help econ ' to access the help on them: design license locks setup system reqs vendors & econ design REcon was originally designed for an original themed fantasy PennMUSH, and is structured around player-to-player and player-to-vendor interactions. Such things as a global or planetary economic system are not directly supported by this code. A Global economic system could be implemented by vendors with roybits so that they could do remote economic interactions between each other, and most likely the author will release such code when he has coded, tested, and finished it. See also: 'help econ' & econ license REcon non-profit license: * You may redistribute the REcon code, provided that the code is unmodified and that the help files (specifically the copyright and license notices) are distributed along with the code. * There is no warranty (express or implied) on the REcon code or help-files. If something breaks, you get to keep all the pieces. * You may use the code for free for an unlimited about of time and users provided that the license and copyright notice are retained and unmodified. * Any changes you make to the help-files or REcon code should be resubmitted to the author in a timely manner. REcon commercial license: * Please contact the author for commercial licensing information. See also: 'help econ' & econ locks There are multiple locks available to players that effect how the econ system works on them. They are all user-definable @locks (see 'help @lock' if you don't know what a user definable @lock is and want to know), and are listed as follows: econ_give Lock that controls who can give goods to an object econ_take Lock that controls who can take goods from an object econ_pay Lock that controls who can pay an object econ_inv Lock that controls who can +inv an object To set these locks on an object, you would '@lock/user: ='. For example, to allow god to take econ goods from an object, you would '@lock/user:econ_take ==#1'. Note that wizards and judges pass all these locks and royalty pass the inventory lock no matter what it's key is. See also: 'help econ' & econ setup Steps to follow to setup the REcon system: 0) Have your site admin install the help-file that came with this system in your game/txt/hlp directory, and rebuild the text files via a 'make' in game/txt. 1) Check out 'help econ system reqs' and make sure you fill those requirements. 2) Install and test the DataBase System (you'll need god or god access to do this) 3) /quote the econ code object into your mush, and install it in the master room 4) /quote the example objects into your mush, and install them inside the econ code object 5) Reboot the MUSH, and see if the sample econ goods load correctly. If they do, try trading them to make sure they trade. 6) If that worked, start defining your own types of goods and have fun. It's installed. See also: 'help econ' & econ system reqs To use the REcon system, you will need the following files, obtained from my web page (http://www.imsa.edu/~kamikaze/mush/code/) * Everything under REcon/ * The DataBase System, under DB/ You will also need to define to functions in your mush, called 'header' and 'trailer' that take a single argument, and output some sort of "table of information header" and "table of information trailer", such as: header(Some Info) => -- Some Info ------------------------------- trailer(End Info) => -- End Info -------------------------------- They should be about 78 columns wide, or else the system will look funny. See also: 'help econ' & econ vendors Vendor objects can easily be coded for this econ system. All you need to do to make an object a vendor is set some E* attributes on it. The list of attributes you can set is: ECOST[_selection] What it costs to +pay the object EPAY[_selection] Message to display to actor on +pay EOPAY[_selection] Message to display to others on +pay. EAPAY[_selection] Action to take on +pay EUSE[_selection] Amount of goods used up (Note*) Where the '_selection' is optional, allowing the player to choose among several choices to buy, and the attributes work just like their @-counterparts (@cost, @pay, @opay, @apay) with the exception of EUSE, (Note*) which is the amount of goods that are "used" up by the object -- the econ system removes these goods from play. For example, a bartender would use up a drink when it served up a drink "object" to a player. See also: 'help econ' & econ +cost +cost This command tells you what is available for purchase on and how much that will cost you to purchase. If there is nothing to buy, it will simply output "name ... cost" with nothing below it. & econ +econ +econ/rebuild This command rebuilds the goods list tables. Use it after adding or removing things from the economy. This is only available to wizards. & econ +give +give = This command allows you to give some economy goods. should be a whole integer, and should be one of the Subclasses listed in +inv. The user-lock called 'ECON_GIVE' controls who can give to that object. & econ +goods +goods [] This command will provide you with a list of the goods that are available in the economy system in the MUSH. With no arguments, it will tell you the superclasses of goods that exist, and with an argument, it will detail what subclasses that superclass contains. & econ +inv +inv[/] +inv [/] The first +inv command will show you your own econ goods. The second will show you the econ goods of another object. If you specify the '/' switch, then should be one of the 'Goods Class'es listed in +inv. & econ +pay +pay [=] The pay command allows you to buy goods and services from NPC vendor objects. should be a valid object name in your location. If is not specified, the default will be bought. Selections are listed in the '+cost' command, see 'help +cost' for more info on it. & econ +take +take = This command allows you to take some economy goods from . should be a whole integer, and should be one of the Subclasses listed in +inv. The user-lock called 'ECON_TAKE' controls who can take economy goods from the object.