Help on: *value *coins This command allows creators and higher to set a generic copper value on a monster or object, and have the game convert it to the proper coins automatically. The highest amount of coin the monster carries can be specified for the conversion. Note that for MONSTERS, this command will spread out coins leaning toward silver and copper, as there is more silver and copper in the economy than other coins. This is only if you do NOT specify the highest coin to use. Syntax: *coins (obj|mob) $# [highest coin value] *value (obj|mob) $# [highest coin value] For example, if you wanted to set a Highport guardsman to carry equivalent value to 10355 copper coins, and the highest coin you wanted him to carry would be gold, you'd do: : *coins high $10355 Highest cointype set to gold. The Highport guardsman's coins are now set to: 103gp 5sp 5cp. If the highest coin is left off, it assumes alanthium is the highest coin the monster will carry: : *coins high $10000 The Highport guardsman's coins are now set to: 7pp 5gp 125sp 1250cp. If the coins were not spread out, it would have set the guard to 1ap. When at all possible, only make gold, plat, and alanthium available on the highest level or hardest mobs (this includes if they are in a hard area....higher level doesnt mean harder the time.)