/
com/planet_ink/coffee_mud/Abilities/
com/planet_ink/coffee_mud/Abilities/Common/
com/planet_ink/coffee_mud/Abilities/Diseases/
com/planet_ink/coffee_mud/Abilities/Druid/
com/planet_ink/coffee_mud/Abilities/Fighter/
com/planet_ink/coffee_mud/Abilities/Prayers/
com/planet_ink/coffee_mud/Abilities/Properties/
com/planet_ink/coffee_mud/Abilities/Skills/
com/planet_ink/coffee_mud/Abilities/Songs/
com/planet_ink/coffee_mud/Abilities/Spells/
com/planet_ink/coffee_mud/Abilities/Thief/
com/planet_ink/coffee_mud/Abilities/Traps/
com/planet_ink/coffee_mud/Areas/interfaces/
com/planet_ink/coffee_mud/Behaviors/
com/planet_ink/coffee_mud/CharClasses/interfaces/
com/planet_ink/coffee_mud/Commands/
com/planet_ink/coffee_mud/Commands/interfaces/
com/planet_ink/coffee_mud/Exits/interfaces/
com/planet_ink/coffee_mud/Items/Armor/
com/planet_ink/coffee_mud/Items/Basic/
com/planet_ink/coffee_mud/Items/MiscMagic/
com/planet_ink/coffee_mud/Items/Software/
com/planet_ink/coffee_mud/Items/Weapons/
com/planet_ink/coffee_mud/Libraries/interfaces/
com/planet_ink/coffee_mud/Locales/
com/planet_ink/coffee_mud/Locales/interfaces/
com/planet_ink/coffee_mud/MOBS/
com/planet_ink/coffee_mud/MOBS/interfaces/
com/planet_ink/coffee_mud/Races/
com/planet_ink/coffee_mud/Races/interfaces/
com/planet_ink/coffee_mud/WebMacros/
com/planet_ink/coffee_mud/WebMacros/interfaces/
com/planet_ink/coffee_mud/application/
com/planet_ink/coffee_mud/core/smtp/
com/planet_ink/siplet/applet/
lib/
resources/examples/
resources/fakedb/
resources/quests/delivery/
resources/quests/diseased/
resources/quests/drowning/
resources/quests/gobwar/
resources/quests/holidays/
resources/quests/robbed/
resources/quests/smurfocide/
resources/quests/stolen/
resources/quests/templates/
resources/quests/treasurehunt/
resources/quests/vengeance/
web/
web/admin.templates/
web/admin/images/
web/pub.templates/
web/pub/images/mxp/
web/pub/sounds/
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      Builders FAQ
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    <center><table width=90% cellpadding=10 cellspacing=0 border=1 bordercolor=gray><tr>
      <td width=100% colspan=2 bgcolor=#DFDFDF align=left>
        <h1>
          The Builders F.A.Q.
        </h1>
        <h2>
          CoffeeMud 5.2
        </h2>
      </td></tr><tr><td width=20% valign=top align=left>

        <ul>
          <li>
            <a href="#questions">Questions</a>
          </li>
          <li>
            <a href="#answers">Answers</a>
          </li>
        </ul>

      </td><td valign=top align=left>
        <p>
          This FAQ is a supplement to the <a href=
          "InstallationGuide.html">Installation Guide</a>, <a href="GameBuildersGuide.html">
          Game Builders Guide</a> and the <a href=
          "ArchonGuide.html">Archon's Guide</a> included in this package.
          This FAQ was written and compiled by Jeremy Vyska and Bo Zimmerman
          with assistance from many of the helpful members of the CoffeeMud
          Yahoo Group.
        </p><a name="questions" id="questions">&nbsp;</a>
        <ul>

          <li>
            <a href="#q00">What should I know to run a CoffeeMud?</a>
          </li>
          <li>
            <a href="#q01">Can I add Northeast, southwest, etc? What supports
            it?</a>
          </li>
          <li>
            <a href="#q02">Where do suggestions, questions, and bugs go?</a>

          </li>
          <li>
            <a href="#q03">Does CoffeeMud support Remorting?</a>
          </li>
          <li>
            <a href="#q04">Does CoffeeMud have a Building Port?</a>
          </li>
          <li>

            <a href="#q05">Does CoffeeMud have any other combat options
            besides normal and QUEUE?</a>
          </li>
          <li>
            <a href="#q06">What databases can CoffeeMud work with?</a>
          </li>
          <li>
            <a href="#q07">How do Clans work?</a>

          </li>
          <li>
            <a href="#q08">What does Hunger/Thirst/Fatigue affect?</a>
          </li>
          <li>
            <a href="#q09">Can I make rooms available for players to
            purchase?</a>
          </li>
          <li>

            <a href="#q10">How can I make mobs talk/answer questions?</a>
          </li>
          <li>
            <a href="#q11">How do player Tattoos work?</a>
          </li>
          <li>
            <a href="#q12">How do I make poisonous drinks?</a>

          </li>
          <li>
            <a href="#q13">How do I make other Archons?</a>
          </li>
          <li>
            <a href="#q14">How do I make materials that the Common Skills can
            use?</a>
          </li>
          <li>

            <a href="#q15">Why don't my aggressive mobs attack me?</a>
          </li>
          <li>
            <a href="#q16">Why don't my mobile/patrolling mobs move?</a>
          </li>
          <li>
            <a href="#q17">How do I import CoffeeMud areas (*.cmare)?</a>

          </li>
          <li>
            <a href="#q18">How do I import ROM/Circle/other areas
            (*.are)?</a>
          </li>
          <li>
            <a href="#q19">Why isn't my variable equipment working?</a>
          </li>
          <li>

            <a href="#q20">How do I make a Classless version of
            CoffeeMud?</a>
          </li>
          <li>
            <a href="#q21">How do I make a Levelless version of
            CoffeeMud?</a>
          </li>
          <li>
            <a href="#q22">How do I make a Levelless AND Experience Pointless
            version of CoffeeMud?</a>

          </li>
          <li>
            <a href="#q23">How do I make a Raceless version of CoffeeMud?</a>
          </li>
          <li>
            <a href="#q24">How do I make an item that never loses
            Condition?</a>
          </li>
          <li>

            <a href="#q25">How can I make food that doesn't rot?</a>
          </li>
          <li>
            <a href="#q26">Whats coming down the road for CoffeeMud?</a>
          </li>
          <li>
            <a href="#q27">Whats with the Space Ship Stuff?</a>

          </li>
          <li>
            <a href="#q28">Whats with the Heroics and Technical settings on
            Areas, Classes, and Races?</a>
          </li>
          <li>
            <a href="#q29">Whats with the Electronics stuff?</a>
          </li>
          <li>

            <a href="#q30">How do I make a mob that doesn't rejuv after he is
            killed?</a>
          </li>
          <li>
            <a href="#q31">Does CoffeeMud have an Overland Map ability?</a>
          </li>
          <li>
            <a href="#q32">How do I make a particular resource available for
            Foraging/Chopping/etc in a particular room?</a>

          </li>
          <li>
            <a href="#q33">Can players have their own shops?</a>
          </li>
          <li>
            <a href="#q34">Can clans buy healers and such?</a>
          </li>
        </ul>

        <a name="answers" id="answers">&nbsp;</a>

        <h3>
          <a name="q00" id="q00">What should I know to run a CoffeeMud?</a>
        </h3>
        <p>
          Well, for starters, if you're going to run it on your computer and
          you don't know how to setup a firewall with port forwarding, you
          will have a tough time (and our group isn't *really* a network
          support group, so we're not top-notch at helping folks with their
          network troubles).
        </p>

        <p>
          Secondly, if you plan to do anything clever, different, or
          otherwise doing anything that isn't using what is within the system
          already, you will either need to know some basic Java coding OR be
          able to bribe a Java savvy friend with beer.
        </p>
        <p>
          You should also have some idea about what you want to have in your
          game. Yes, I know this sounds obvious, but it gets overlooked.
          CoffeeMud supports Fantasy based games, so you will want to bear
          that in mind. In progress is support for Sci-Fi games, but it is a
          work in progress that is in its early stages.
        </p>
        <h3>
          <a name="q01" id="q01">Can I add Northeast, southwest, etc? What
          supports it?</a>
        </h3>

        <p>
          Yes, haven't you read the INI help descriptions yet? DIRECTIONS=7
          can be changed to DIRECTIONS=11, thereby enabling Northeast,
          Northwest, southeast, and southwest.
        </p>
        <h3>
          <a name="q02" id="q02">Where do suggestions, questions, and bugs
          go?</a>
        </h3>
        <p>
          Well, best bet for questions, suggestions, and bugs is to email
          <a href=
          "mailto:coffeemud@yahoogroups.com">coffeemud@yahoogroups.com</a>.
          Many times people will expand on suggestions or have fixes for bugs
          for you pretty quickly.
        </p>

        <h3>
          <a name="q03" id="q03">Does CoffeeMud support Remorting?</a>
        </h3>
        <p>
          Yes, in its own way. Here is the HELP REMORT entry:
        </p>
        <p>
          Remorting requires careful planning and, if you don't have the
          benefits of certain Druidic chants, lots of time. Remorting is done
          through your children. Children are created by using the MATE
          social with a member of the opposite sex while the both of you are
          suitably undressed. If pregnancy occurs in the female, birth will
          occur some 10 mud-months following this. The child should remain in
          the mothers inventory until it can walk, which occurs 9 mud- months
          following birth. If the child is Christened by a Cleric with a
          player legal name, and if the child remains as a follower of either
          the father or the mother until it grows up, it will become a
          player, which occurs 18-27 mud-months after birth. If the child
          does not remain an active follower, or if it is never Christened,
          it will grow up to be a mob, or perhaps not grow up at all! Should
          the named child grow up, the child will cease to be a following
          mob, and become a player which can be logged-in as. The child may
          be a mixed breed of the mother and father if one of them is a Human
          and the other is not. Racial benefits will be split between the
          mother and father, though children will have a bonus to their
          maximum stats when they become a player, making them a good choice
          for playing!
        </p>

        <p>
          If you are looking for that traditional remort concept revolving
          around classes, it is not supported. But you can accomplish that
          through setting the INI CLASSYSTEM=MULTI, then do a bit of code
          changing within your class files. For example, you might have
          'Super Wizard' or something. In that class file:
        </p>
        <pre>
public boolean qualifiesForThisClass(MOB mob, boolean quiet)
{
  if((mob.charStats().getClassLevel("Wizard")&lt;30)
    &amp;&amp;(mob.charStats().getClassLevel("Power Wizard")&lt;30))
  {
    if(!quiet)
      mob.tell("You aren't a master of wizardry yet.");
    return false;
  }
    return true;
}
</pre>
        <p>
          In that case, the player would have to have 30 levels in both
          "Wizard" and "Power Wizard" to qualify for the "Super Wizard"
          CharClass.
        </p>

        <h3>
          <a name="q04" id="q04">Does CoffeeMud have a Building Port?</a>
        </h3>
        <p>
          No, there is no separate port for world content creation. All
          building tools are on-line realtime. It is easy to export and
          import areas, so you can run more than one copy. This can be
          essential if you are also making coding changes, which will often
          require reboots.
        </p>
        <h3>
          <a name="q05" id="q05">Does CoffeeMud have any other combat options
          besides normal and QUEUE?</a>

        </h3>
        <p>
          Not as part of the base code. However, Matthew
          (roguestar191@comcast.net), a member of the CoffeeMud Yahoo Group,
          has developed a patch that enables more flexibility in combat
          control. It can be found in the Files section at
          http://games.groups.yahoo.com/group/CoffeeMud/files/
        </p>
        <h3>
          <a name="q06" id="q06">What databases can CoffeeMud work with?</a>
        </h3>
        <p>
          Anything ODBC friendly. It comes with a flat file system called
          FakeDB so you don't have to setup a database if you want. However,
          products like MySQL and HSQLDB make the system run much faster.
        </p>

        <h3>
          <a name="q07" id="q07">How do Clans work?</a>
        </h3>
        <p>
          First, you need to use the clancreate command to create a new clan.
          You have to get at least MINCLANMEMBERS amount of new members
          before it will activate you (Set in the INI file). Activation means
          you will be visible in the listing, can buy land for the clan, can
          have clan bank accounts, and can hire mobs, as well as have
          politics with others.
        </p>
        <p>
          Once you've made your clan, people can 'clanapply' to the clan. Of
          course, the person has to be at least level MINCLANLEVEL (Set in
          the INI file). 'clanapply' can be done even if you're the only one
          online. Clan bosses can set qualifications to the clan with the
          'clanqual' command and both bosses and leaders will see new
          applicants in their 'clandetails' screen, at which point, they can
          'clanaccept' or 'clanreject' the player (regardless of online
          status). Clan bosses can also 'clanassign' people roles, such as
          treasurer, leader, or even boss. Clan bosses and leaders may, at
          any time, 'clanexile' a member - as well as members can
          'clanresign'
        </p>

        <p>
          Once you're accepted into a clan, you can use the clantalk channel
          to talk to your clan, as well as use the 'Clan Home' and 'Clan
          Donate' spells. The 'clanhome' location and the 'clandonate'
          location can be set by bosses using the 'clanhomeset' and
          'clandonateset' commands. Clan morgues can be designated with the
          'clanmorgueset' command. Bosses and treasurers may deal with any
          Clan bankers and Clan Postmen in your game. If MINCLANMEMBERS don't
          at least login in DAYSCLANDEATH days, then the clan will be purged
          automatically.
        </p>
        <h3>
          <a name="q08" id="q08">What does Hunger/Thirst/Fatigue affect?</a>
        </h3>
        <p>
          Neglecting to eat or drink can put a player into a state of hunger
          or thirst respectively. Failing to sleep for days on end can cause
          fatigue. Each of these will lower attack rating, armor rating, and
          damage capabilities. Hunger and Thirst will also decrease the rate
          at which hit points, movement, and mana are regained. Lastly,
          remaining Hungry or Thirsty for too long will result in death,
          though there will be plenty of warnings from the system before it
          happens.
        </p>

        <h3>
          <a name="q09" id="q09">Can I make rooms available for players to
          purchase? Can players have homes?</a>
        </h3>
        <p>
          Yes. And there are a ton of ways to do it. The most common way is
          to create a special Area for player homes, put some rooms in it
          which you want to be for sale, and then add either
          Prop_RoomForSale, Prop_RoomsForSale or Prop_LotsForSale to each
          room as a property. Then, in the same area (but not in one of your
          rooms for sale!), put a shopkeeper that sells either Clan
          Homes/Land or Player Homes/Land. This will force the shopkeeper to
          keep an updated inventory of titles to rooms available for sale.
        </p>
        <h3>
          <a name="q10" id="q10">How can I make mobs talk/answer
          questions?</a>

        </h3>
        <p>
          Luckily, a great document has already been provided for the useful
          things which can be accomplished with the MudChat behavior.
          <a href="MudChat.html">Here it is.</a>
        </p>
        <h3>
          <a name="q11" id="q11">How do player Tattoos work?</a>
        </h3>

        <p>
          Tattoo's are intended to act as miscellaneous flags which players
          may obtain, like a quest point. These tattoo's can then be checked
          for as requirements to enter rooms or exits using Prop_ReqTattoo,
          or using Prop_ReqEntry. Prop_HaveZapper and Prop_WearZapper can
          also be used to check for tattoos.
        </p>
        <p>
          An example would be like this: The completion of a specific quest
          occurs when Gunther defeats the evil sorcerer Nunder and enters his
          inner chamber (where all the treasure is hidden). Entering this
          inner chamber automatically grants Gunther a Tatto called
          "NUNDERKILLER" because Prop_TattooAdder was on the room as a
          property. Now, elsewhere in the realm is the second quest where
          Nunder's apprentice has escaped with an ancient artifact and is up
          to no good. However, to even ENTER the area where Nunder's
          apprentice is operating, the system (via the Prop_ReqTattoo
          property on this other Area) requires that Gunther already have the
          "NUNDERKILLER" Tattoo. If Gunther had not defeated Nunder, he would
          not be allowed into the realm of Nunder's apprentice.
        </p>
        <h3>
          <a name="q12" id="q12">How do I make poisonous drinks?</a>
        </h3>

        <p>
          The best way to "mix a drink" is to make a GenPotion item, and add
          the relevant Poison_* as the potion spell effect. Another way is to
          make a GenDrink item, add the Poison_ as an effect.
        </p>
        <h3>
          <a name="q13" id="q13">How do I make other Archons?</a>
        </h3>
        <p>
          Using your existing Archon, issue the command "create item
          ManualArchon". Then have your other player get the manual and read
          it.
        </p>

        <h3>
          <a name="q14" id="q14">How do I make materials that the Common
          Skills can use?</a>
        </h3>
        <p>
          Make sure you create a GenResource, GenLiquidResource, or
          GenFoodResource item. Only items of this sort will be recognized as
          raw materials by the common skills.
        </p>
        <h3>
          <a name="q15" id="q15">Why don't my aggressive mobs attack me?</a>

        </h3>
        <p>
          Aggressive mobs don't attack Archons, or anyone else with CMDROOMS
          or ORDER security privileges.
        </p>
        <h3>
          <a name="q16" id="q16">Why don't my mobile/patrolling mobs
          move?</a>
        </h3>
        <p>
          Mobile mobs will not move if an Archon, or anyone else with
          CMDROOMS or ORDER security privileges is the in the same room as
          them.
        </p>

        <h3>
          <a name="q17" id="q17">How do I import CoffeeMud areas
          (*.cmare)?</a>
        </h3>
        <h3>
          <a name="q18" id="q18">How do I import ROM/Circle/other areas
          (*.are)?</a>
        </h3>
        <p>
          Check out the IMPORT command.
        </p>

        <h3>
          <a name="q19" id="q19">Why isn't my variable equipment working?</a>
        </h3>
        <p>
          Equipment which is placed on a mob and designated as variable will
          not disappear so long as an Archon, or anyone else with CMDROOMS or
          ORDER security privileges is the in the same room as them.
        </p>
        <h3>
          <a name="q20" id="q20">How do I make a Classless version of
          CoffeeMud?</a>

        </h3>
        <p>
          The CoffeeMud.ini file has a parameter called DISABLE. If CLASSES
          is added to the disable parameter, then CoffeeMud will skip the
          class selection process at logon, and automatically set the player
          to the normally dormant class called "PlayerClass". This class, by
          default, qualifies for all skills. If you'd like to have the
          PlayerClass qualify for only a certain subset of skills, you will
          need to either modify PlayerClass.java, or create a new
          GenCharClass called "PlayerClass" and give it your own set of
          skills to qualify for. If you want, you can create certain races
          for which there is no character class by setting the CLASSLESS flag
          within your GenRace or custom coded Race.
        </p>
        <p>
          This will also skip the class selection process for new players,
          and automatically select a class which (despite the DISABLE flag)
          the race qualifies for. See StdRace.java for how to code the
          classless() flag in races. See the section on GenCharClasses above
          for information on racial class qualifying.
        </p>
        <h3>
          <a name="q21" id="q21">How do I make a Levelless version of
          CoffeeMud</a>

        </h3>
        <p>
          The CoffeeMud.ini file has a parameter called DISABLE. If LEVELS is
          added to the disable parameter, then CoffeeMud will not allow any
          player to gain or lose levels, either magically or through normal
          means, despite any experience points that may be gained or lost.
          Individual classes and races can also be designated as being
          "levelless" through either coding custom classes and races, or
          through the GenRace/GenCharClass creation process. See StdRace.java
          or StdCharClass.java for how to code the classless() flag in java.
          See the section on GenCharClasses or GenRaces above for information
          on how to do it through that interface. Note that adding LEVELS to
          the DISABLE flag does not prevent gaining or losing experience, but
          just the leveling consequences.
        </p>
        <h3>
          <a name="q22" id="q22">How do I make a Levelless AND Experience
          Pointless version of CoffeeMud?</a>
        </h3>
        <p>
          <strong>A.</strong> The CoffeeMud.ini file has a parameter called
          DISABLE. If EXPLESS and LEVELS are added to the disable parameter,
          then CoffeeMud will not allow any player to gain or lose experience
          points or levels, either magically or through normal means.
          Individual classes and races can also be designated as being
          "levelless" and "expless" through either coding custom classes and
          races, or through the GenRace/GenCharClass creation process. See
          StdRace.java or StdCharClass.java for how to code the classless()
          and expless() flags in java. See the section on GenCharClasses or
          GenRaces above for information on how to do it through that
          interface.
        </p>

        <h3>
          <a name="q23" id="q23">How do I make a Raceless version of
          CoffeeMud?</a>
        </h3>
        <p>
          The CoffeeMud.ini file has a parameter called DISABLE. If RACES is
          added to the disable parameter, then CoffeeMud will skip the race
          selection process at logon, and automatically set the player to the
          normally dormant class called "PlayerRace". Individual classes can
          also be designated as being "raceless" through either coding custom
          classes , or through the GenCharClass creation process. See
          StdCharClass.java for how to code the raceless() flag in java. See
          the section on GenCharClasses above for information on how to do it
          through that interface.
        </p>
        <h3>
          <a name="q24" id="q24">How do I make an item that never loses
          Condition?</a>

        </h3>
        <p>
          There are a couple of ways. One is to place Chant_Unbreakable on
          the item as permanent Effect. Another way is to change the items
          Magical Ability score, and turn on its Is Magical disposition flag
          on. This will make the item more resistant to mundane damage.
        </p>
        <h3>
          <a name="q25" id="q25">How can I make food that doesn't rot?</a>
        </h3>
        <p>
          The only kinds of food that rot are those from the class
          GenFoodResource, which are materials FLESH or VEGETATION. The
          easiest way to make food that doesn't spoil then is to make it out
          of GenFood instead of GenFoodResource, or to change its material
          from FLESH or VEGETATION to something else. Another way is to make
          the resource magical by turning on its Is Magical disposition flag.
        </p>

        <h3>
          <a name="q26" id="q26">Whats coming down the road for
          CoffeeMud?</a>
        </h3>
        <p>
          Some day in the distant future, CoffeeMud will support three
          different genres representing three different KINDS of games. One
          will be the Fantasy game that it supports now, which involves the
          improvement of a player character through skills and leveling.
          Another will be a Technical/Science Fiction game involving the
          accumulation of wealth and power in outer space and in other ways. A
          third will be a Modern/Fantasy Hero game involving players pitting
          their wits against each other in engine-moderated contests. The
          Hero game will feature super heroes and villains.
        </p>
        <h3>
          <a name="q27" id="q27">Whats with the Space Ship Stuff?</a>

        </h3>
        <h3>
          <a name="q28" id="q28">Whats with the Heroics and Technical
          settings on Areas, Classes, and Races?</a>
        </h3>
        <h3>
          <a name="q29" id="q29">Whats with the Electronics stuff?</a>
        </h3>
        <p>

          See the previous question on whats coming down the road for
          CoffeeMud. The answer to the last question is no -- none of it
          works yet, but it will some day.
        </p>
        <h3>
          <a name="q30" id="q30">How do I make a mob that doesn't rejuv after
          he is killed?</a>
        </h3>
        <p>
          Setting a mobs REJUV setting to 0 will prevent him from
          automatically resetting. Not saving him in the room he started in
          will make this permanent across engine reboots.
        </p>
        <h3>

          <a name="q31" id="q31">Does CoffeeMud have an Overland Map
          ability?</a>
        </h3>
        <p>
          Yes, check out the Regional Awareness skill. It is restricted in
          the base distribution, but can easily be made generally available
          to all players. Just open up the file
          com/planet_ink/coffee_mud/CharClasses/StdCharClass.java amd find
          the method called "public StdCharClass()" and add the following
          line to the list therein:
        </p>
        <pre>
CMAble.addCharAbilityMapping("All",1,"Skill_RegionalAwareness",false);
</pre>
        <p>
          After doing the above, you'll need to recompile StdCharClass.java
          before rebooting your mud. See the Programmer's Guide for more
          information on rebuilding CoffeeMud.
        </p>

        <h3>
          <a name="q32" id="q32">How do I make a particular resource
          available for Foraging/Chopping/etc in a particular room?</a>
        </h3>
        <p>
          Check out the ResourceOverride behavior.
        </p>
        <h3>
          <a name="q33" id="q33">Can players have their own shops?</a>

        </h3>
        <p>
          Yes, in several different ways. One is for the player to gain the
          Marketeering skill. This allows them to become shopkeepers, sell
          their goods, and set prices for their goods. Another is to
          "purchase" a ShopKeeper-type mob being sold with the property
          Prop_Retainable. A mob sold with that property will take up
          permanent residence at the players home, and sell the items that
          are given to them. Money made in this way will go to a bank account
          (see StdBanker) held by the owner of the property. A third way is
          through Conquest. If the player belongs to a Clan, and that clan
          conquers an Area which has the Conquerable Behavior on it, the
          shopkeepers therein will become beholden to the leaders of that
          clan, selling any items they give to them.
        </p>
        <h3>
          <a name="q34" id="q34">Can clans buy healers and such?</a>
        </h3>
        <p>
          Yes. Put a healer mob up for sale at a shop. The healer mob should
          have the appropriate behaviors and skills to make them a healer
          (such as Healer, or NiceAbilities behaviors) and the
          Prop_Retainable property. That last will make it so that the player
          is forced to pay the mob for his services, and makes sure that the
          mob is saved at the players home.
        </p>
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