Difference between revisions of "Personal merchant"

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[[CDB|Main]] / [[:Category:Game mechanics|Game mechanics]] / '''{{PAGENAME}}'''
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== Description ==
 
== Description ==
 
''Merchant_<name> is here selling items on behalf of <player>.''
 
''Merchant_<name> is here selling items on behalf of <player>.''
  
A '''personal merchant''' is an NPC that tries to sell anything you give him to other players. Then you can come back and collect the money.
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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.
  
Unlike [[trader]]s, personal merchants will not buy anything, they only sell items that the owner gives them, and the owner sets the prices.
 
  
[[Image:Merchant.png|left|thumb|200px|A merchant]]
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[[Image:Male merchant.jpg|right|thumb|Male merchant]]
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[[Image:Female merchant.jpg|right|thumb|Female merchant]]
  
 
== Contract ==
 
== Contract ==
You can buy a [[personal merchant contract]] from a trader for 10 [[silver coin]]s.  
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* You can buy a personal merchant contract from the [[Silver shop]] for 8 [[silver coin]]s.  
 
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* Merchants trade ownership when the contract is traded.
You can sell or give the contract to another player, either before placing the merchant or after dismissing it.
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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.
Merchants trade ownership when the 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.
If you change [[kingdom]], you will NOT lose the contract anymore, as long as you dismiss the merchant. This has been confirmed by Rudie, Garfunkal, and Longshanks(Hexd).  If you fail to dismiss the merchant and switch kingdoms, you will not be able to take items off or add new items too it - but you will still be able to manage prices (Per Rudie).
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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.
Placed contracts do not change servers and will remain on the server where the merchant was placed until you return to it. Contracts which are not for placed merchants will transfer servers.
 
  
 
== Placing ==
 
== Placing ==
Merchant can be placed either inside a finished [[House (general)|house]] or on a tile that has a [[market stall]]. Go on the desired tile, and make sure no other creatures than you are on it. Right-click the Personal merchant contract in your inventory and select 'Manage traders'. Name your merchant, select the gender and click 'Send'. If the name is too long, a random name will be picked for you.  
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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.
If you want to place a merchant on a [[deed]] in a building as a non-villager, you need to be on the [[writ]] of the building. If the merchant option is set on the deed, non-villagers may place personal merchants in market stalls.
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#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'.  
If the building the merchant is in rots away, he will still be able to trade and be managed.
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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 ==
 
== Stocking ==
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* To add items to the merchant:
  
To add items to the merchant, right-click him and select '[[Trade]]'. Drag items from your inventory into the Your offer -window, and the merchant will drag them down to his Demand window. Note that the Prices shown there are his evaluations; if you have set the prices manually, the selling prices will be those. (To set the price yourself, right-click the item in your inventory, select Prices > Set price, and set the desired amount of Gold, Silver, Copper and Iron coins you want for the item.) Once finished, check 'You accept'.
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#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.
  
You cannot put containers with items in them nor items inside containers onto a merchant, the container must be emptied first.
 
  
The inventory limit for a merchant seems to be about 50 - 55 items.
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=== Additional Notes ===
 
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* Sealed containers can be placed on merchants.
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, he will give that to you as well.
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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.
  
 
== Managing ==
 
== Managing ==
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After placing the merchant, you can manage it by right-clicking the personal merchant contract in your inventory and selecting "Manage Traders".
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*'''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.
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*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.'''
  
After placing the merchant, you can manage it by right-clicking the Personal merchant contract in your inventory and selecting 'Manage traders'.
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=== Changing prices ===
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* To change prices of the items in stock
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# Right-click the Personal merchant contract and select "Manage Traders".
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#Check "Manage Prices" and click "Send".
  
'''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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* 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.
'''Price modifier''' is the value he will apply to the price; default is 1.4 times the Get Price.
 
If you set specific prices on items, those prices will be used regardless of these settings.
 
  
If you see that the amount of money has increased in the ''Sold'' columns, remember to go to your merchant to collect the money. Note that merchant takes a 10% cut of the sales.  
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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".  
  
=== Changing Prices ===
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:'''NOTE:''' A merchant will insist that you collect items and coin from their inventory before they agree to being dismissed.   
To change prices of the items in stock, check '''Manage prices''' and click 'Send'. A window with all the items and their price fields comes up. 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 move it somewhere else, check the '''Dismiss''' box and click 'Send'. A dismissed merchant's items and money disappear, so make sure to take them all out beforehand.   
 
  
==== Forced Dismissing ====
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==== Forced dismissing ====
* If you are away for several months, the merchant may leave or be forced to leave with all the items and coins in his inventory.  
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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.
* Mayors can dismiss merchants for long gone villagers.  
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* If the merchant has been empty of inventory for 3 months (90 days), it will disband.
* If the merchant is wizkilled, he is dismissed, but he can still be placed again as usual.
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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.
  
 
== Notes ==
 
== Notes ==
* 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.  
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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.  
* Items held by a Merchant can be Examined, by anyone, via the Trade window.  
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* Items held by a Merchant can be Examined by anyone via the Trade window.  
* 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.  
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* 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]]
 
[[Category:Economy]]
 
[[Category:Economy]]
 
[[Category:Babel/P]]
 
[[Category:Babel/P]]

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.