Difference between revisions of "Personal merchant"

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==Description==
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[[CDB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''
Personal merchants only sell items that the owner gives them. You cannot sell any items to him/her, only buy from them. The owner of the merchant sets the price that the merchant sells it for. The merchant also takes a small cut (10%) of any money taken from a sale. You can buy a personal merchant contract from a trader for 10 [[Bank of Wurm|silver coins]].
 
  
  
[[Image:Merchant.png|left|thumb|200px|A merchant]]
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== Description ==
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''Merchant_<name> is here selling items on behalf of <player>.''
  
==Management==
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A '''personal merchant''' is an NPC that can sell items to other players on behalf of the contract-holder. The contract-holder can then return and collect the money made from the merchant's successful sales.
{|
 
|To manage your personal merchant locate in your inventory [[personal merchant contract|personal merchant contract]] and right click->manage. You must, then, name your merchant and select its gender. Now the way the definition for placing is phrased oddly. What it means is that no other creatures may be on the tile you are trying to plant the merchant on, it does not mean that no other creatures can be in the building.
 
If you want to place a merchant on a deed as a non-villager, you need to be on the writ of the building. It is not possible to place a merchant in a stall on such deed.
 
|-
 
|To add items to the merchant simply open a trade window and offer the items and the trader will automatically trade. Same for withdrawing items, if the trader has money he will give that to you as well.
 
|-
 
|After placing the merchant you can manage it and you will be presented with the following screen. The price modifier will take the ''Get Price'' and multiply it by X number(1.4 by default). '''When dismissing make sure you take all your items out and money before dismissing.'''
 
|-
 
|To change prices you can either locate the item in your inventory then right click->Price->Set Price or you can change it by giving the item to the merchant and then managing the contract. If your merchant is in a very busy place the latter isn't a good idea as it may be bought before you change the price. To be safe simply change the prices through the inventory. Alternatively, begin a Trade session (transfer items to/from the merchant '''beforehand''' if needed) and leave the Trade session open until you have set all your prices.
 
|}
 
  
==Additional information==
 
*Items held by a Merchant can be Examined, by anyone, via the Trade window.
 
*You can also do Get Price etc in the Trade window. This will show you the Set Price of the item, if it was set.
 
*Although a Merchant must be placed inside a building, if the building they're in rots away they will still be able to trade and be managed.
 
*If the name you pick is too long, a random name will be picked for you.
 
*You can use the Trade window to 'lock' the Merchant while you review prices in the Manage Prices window.
 
*You cannot put items inside containers on to a Merchant. The container must be emptied before the Merchant will accept it.
 
*The inventory limit for a Merchant seems to be about 50-55 items?
 
*Putting large numbers of low-value items on a Merchant is hardly worth the effort as you have to set the price on each one individually, even if they are all identical.
 
*The "Manage Prices" window is slightly better than Set Price, but not much.
 
*Dismissing merchants (to store them or move them around) seems to have no penalty as long as you remove items and money from them first. A dismissed trader's items and money disappear.
 
*If the trader is wizkilled, he is dismissed, but he can still be placed again as usual.
 
*Selling a merchant contract to another player is not difficult. Just dismiss the merchant and trade the contract to another player. Again, there is no penalty as long as you remember to remove the money and items before dismissing them.
 
*Mayors can dismiss merchants for long gone villagers.
 
  
''To Investigate: "Local Prices"? In the Release Notes for 20040718 it is contrasted with "global prices" and local is supposedly better. But this was before the major changes implemented in the 200509xx release.''
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[[Image:Male merchant.jpg|right|thumb|Male merchant]]
[[Category:Misc]]
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[[Image:Female merchant.jpg|right|thumb|Female merchant]]
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== Contract ==
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* You can buy a personal merchant contract from the [[Silver shop]] for 8 [[silver coin]]s.
 +
* Merchants trade ownership when the contract is traded.
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* You can sell or give the contract to another player. If done on the same server, the merchant does not need to be dismissed - note that all items remaining on the merchant will stay on the merchant for the new owner once the merchant contract is traded.
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* If you wish to trade the contract on a different server, the merchant must not be placed; otherwise, the contract will not cross the server with you.
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* If you change [[kingdom]], you will NOT lose the contract, as long as you dismiss the merchant.
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** If you fail to dismiss the merchant and switch kingdoms, you will not be able to take items off or add new items to it - but you will still be able to manage prices.
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* Placed merchants do not change servers and will remain on the server where placed until you return.
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== Placing ==
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* A merchant can be placed either inside a finished [[house]] or on a tile that has a [[market stall]].
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#Assure that there are no other creatures occupying the tile on which you plan to place the merchant.
 +
#Right-click the Personal merchant contract in your inventory and select 'Manage traders'.
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#Name your merchant, select the gender and click 'Send'.
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* If the merchant's proposed name is too long, a random name will be picked for you.
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* If you want to place a merchant on a [[deed]], in a building as a non-villager, you must first have the correct merchant [[permissions]] set in order to successfully place the merchant.
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* If the building the merchant is in rots away, he will still be able to trade and be managed.
 +
 
 +
== Stocking ==
 +
* To add items to the merchant:
 +
 
 +
#Right-click the item in your inventory and click Prices > Set Price. Set the gold, silver, copper and iron price for the item.
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#Right-click the personal merchant and select '[[Trade]]'.
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#Drag items from your inventory into the "Your Offer" window. The merchant will drag them down to his "Demand" window.
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#Check the "You accept" checkbox.
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#The item will be added to the merchant's inventory, at the price you selected.
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#The price in the merchant's inventory will be listed in silver coins. So if you listed the item for 1 gold, 2 silver, 3 copper and 4 iron, the number in the "price" column of the merchant's trade screen will be 102.0304, meaning 102 silver coins, 3 copper coins and 4 iron coins.
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 +
 
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=== Additional Notes ===
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* Sealed containers can be placed on merchants.
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* The inventory limit for a merchant is 50 items.
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* You can remove items from sale by dragging them from merchant's "Offer" window down to your "Demand" window and checking "You accept". You do not need to pay for them. If the merchant has gained money, you will see the coins in the merchant's "Offer" window.
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* [[Sleep powder]] price cannot be set, and will always be sold at 3 silver.
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== Managing ==
 +
After placing the merchant, you can manage it by right-clicking the personal merchant contract in your inventory and selecting "Manage Traders".
 +
*'''Use local price''' means that the merchant will use his local supply when determining price for items. This is the default. Otherwise the price used will be the standard base value for the item.
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*'''Price modifier''' is the value he will apply to the price; default is 1.4 times the "Get Price" amount.
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*If you set specific prices on items, those prices will be used regardless of other settings.
 +
*If you see that the amount of money has increased in the "Sold" columns, you can then go to your merchant to collect the available money.
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*'''Note that the merchant takes a 10% cut of all sales.'''
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 +
=== Changing prices ===
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* To change prices of the items in stock
 +
# Right-click the Personal merchant contract and select "Manage Traders".
 +
#Check "Manage Prices" and click "Send".
 +
 
 +
* A window with all the items and their price fields will then appear. Note that in a very busy place, the item may be bought before you change the price. To prevent that, begin a Trade session and leave it open to "lock" the merchant until you have set all your prices
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=== Dismissing ===
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* To dismiss a merchant, for instance, to get rid of it, to move it somewhere else, or to designate a new name to it, check the "Dismiss" box, then click "Send".
 +
 
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:'''NOTE:''' A merchant will insist that you collect items and coin from their inventory before they agree to being dismissed. 
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==== Forced dismissing ====
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* If you don't log in to the same server as the merchant for 3 months (90 days), the merchant may leave or be forced to leave with all the items and coins in his/her inventory.
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* If the merchant has been empty of inventory for 3 months (90 days), it will disband.
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* A disbanded merchant will leave behind a sign stating they have moved on due to poor business, and all items and coins will be returned to the contract owner inside a backpack through the [[mail]] that has an expiry time of 6 months.
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* If an item doesn't fit in the backpack, the contract owner will receive it separately in the [[mail]].
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* Mayors can dismiss merchants on their deed if the owner has not logged on in over one month.
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* If the merchant is wizkilled (an instant kill that GM's and developers can do), he is dismissed, but he can still be placed again as usual.
 +
 
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== Notes ==
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* You can also do "Get Price" in the Trade window. This will show you the set price of the item, if it was set.
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* Items held by a Merchant can be Examined by anyone via the Trade window.
 +
* You can sell low quality items when standing next to a Merchant. See [[Sell]] for more information.
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* Merchants have the same inventory settings as players: if it decays in a player's inventory, it will also decay the same way in a merchant's inventory.
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[[Category:Game mechanics]]
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[[Category:Economy]]
 
[[Category:Babel/P]]
 
[[Category:Babel/P]]
[[Category:Economy]]
 

Latest revision as of 14:59, 20 September 2024

Main / Game mechanics / Personal merchant


Description

Merchant_<name> is here selling items on behalf of <player>.

A personal merchant is an NPC that can sell items to other players on behalf of the contract-holder. The contract-holder can then return and collect the money made from the merchant's successful sales.


Male merchant
Female merchant

Contract

  • You can buy a personal merchant contract from the Silver shop for 8 silver coins.
  • Merchants trade ownership when the contract is traded.
  • You can sell or give the contract to another player. If done on the same server, the merchant does not need to be dismissed - note that all items remaining on the merchant will stay on the merchant for the new owner once the merchant contract is traded.
  • If you wish to trade the contract on a different server, the merchant must not be placed; otherwise, the contract will not cross the server with you.
  • If you change kingdom, you will NOT lose the contract, as long as you dismiss the merchant.
    • If you fail to dismiss the merchant and switch kingdoms, you will not be able to take items off or add new items to it - but you will still be able to manage prices.
  • Placed merchants do not change servers and will remain on the server where placed until you return.

Placing

  • A merchant can be placed either inside a finished house or on a tile that has a market stall.
  1. Assure that there are no other creatures occupying the tile on which you plan to place the merchant.
  2. Right-click the Personal merchant contract in your inventory and select 'Manage traders'.
  3. Name your merchant, select the gender and click 'Send'.
  • If the merchant's proposed name is too long, a random name will be picked for you.
  • If you want to place a merchant on a deed, in a building as a non-villager, you must first have the correct merchant permissions set in order to successfully place the merchant.
  • If the building the merchant is in rots away, he will still be able to trade and be managed.

Stocking

  • To add items to the merchant:
  1. Right-click the item in your inventory and click Prices > Set Price. Set the gold, silver, copper and iron price for the item.
  2. Right-click the personal merchant and select 'Trade'.
  3. Drag items from your inventory into the "Your Offer" window. The merchant will drag them down to his "Demand" window.
  4. Check the "You accept" checkbox.
  5. The item will be added to the merchant's inventory, at the price you selected.
  6. The price in the merchant's inventory will be listed in silver coins. So if you listed the item for 1 gold, 2 silver, 3 copper and 4 iron, the number in the "price" column of the merchant's trade screen will be 102.0304, meaning 102 silver coins, 3 copper coins and 4 iron coins.


Additional Notes

  • Sealed containers can be placed on merchants.
  • The inventory limit for a merchant is 50 items.
  • You can remove items from sale by dragging them from merchant's "Offer" window down to your "Demand" window and checking "You accept". You do not need to pay for them. If the merchant has gained money, you will see the coins in the merchant's "Offer" window.
  • Sleep powder price cannot be set, and will always be sold at 3 silver.

Managing

After placing the merchant, you can manage it by right-clicking the personal merchant contract in your inventory and selecting "Manage Traders".

  • Use local price means that the merchant will use his local supply when determining price for items. This is the default. Otherwise the price used will be the standard base value for the item.
  • Price modifier is the value he will apply to the price; default is 1.4 times the "Get Price" amount.
  • If you set specific prices on items, those prices will be used regardless of other settings.
  • If you see that the amount of money has increased in the "Sold" columns, you can then go to your merchant to collect the available money.
  • Note that the merchant takes a 10% cut of all sales.

Changing prices

  • To change prices of the items in stock
  1. Right-click the Personal merchant contract and select "Manage Traders".
  2. Check "Manage Prices" and click "Send".
  • A window with all the items and their price fields will then appear. Note that in a very busy place, the item may be bought before you change the price. To prevent that, begin a Trade session and leave it open to "lock" the merchant until you have set all your prices.

Dismissing

  • To dismiss a merchant, for instance, to get rid of it, to move it somewhere else, or to designate a new name to it, check the "Dismiss" box, then click "Send".
NOTE: A merchant will insist that you collect items and coin from their inventory before they agree to being dismissed.

Forced dismissing

  • If you don't log in to the same server as the merchant for 3 months (90 days), the merchant may leave or be forced to leave with all the items and coins in his/her inventory.
  • If the merchant has been empty of inventory for 3 months (90 days), it will disband.
  • A disbanded merchant will leave behind a sign stating they have moved on due to poor business, and all items and coins will be returned to the contract owner inside a backpack through the mail that has an expiry time of 6 months.
  • If an item doesn't fit in the backpack, the contract owner will receive it separately in the mail.
  • Mayors can dismiss merchants on their deed if the owner has not logged on in over one month.
  • If the merchant is wizkilled (an instant kill that GM's and developers can do), he is dismissed, but he can still be placed again as usual.

Notes

  • You can also do "Get Price" in the Trade window. This will show you the set price of the item, if it was set.
  • Items held by a Merchant can be Examined by anyone via the Trade window.
  • You can sell low quality items when standing next to a Merchant. See Sell for more information.
  • Merchants have the same inventory settings as players: if it decays in a player's inventory, it will also decay the same way in a merchant's inventory.