Help System
TRADING
NAME
trade - use bankers as secure intermediaries through which you may trade
items to other players
SYNOPSIS
give banker <item>
sayto banker trade partner <name>
sayto banker trade identify
sayto banker trade cancel
sayto banker trade accept
sayto banker exchange my bars
DESCRIPTION
Bankers throughout the world have adopted new practices and standards through
their bankers' union, which permit them to act as secure middlemen during
trade transactions between adventurers. Two adventurers may trade items with
each other with the banker holding their items in escrow until both traders
are satisfied with the terms of the trade.
Objects that cannot be traded are objects that are nomail, no-identify,
enforce-level, noremove, explode, vanish-death, no-rent, nouncurse,
enforce-level or no-save; containers, food, explosives, writing-instruments,
stamps, herbal-mixtures, potions, items greater than 55 levels over the
other trader, or objects in the middle of an action.
In addition, bankers will sell bars of refined metal at a 5% markup, to allow
easy trading of gold. Adventurers may buy these bars, carry them around,
trade them and easily exchange them back into gold.
GIVE BANKER <item>
To initiate a trade, give one of the items you wish to trade to a banker. The
person you wish to trade with must be in the room, and you will be given 20
Alyrian minutes to complete the trade from when you start it. If either
trader wishes to add an item to the trade, they may simply give the item to
the banker. A total of 10 items may be traded during one transaction. If
either party logs out or walks away during a trade, their items will be
mailed to them.
SAYTO BANKER TRADE PARTNER <name>
After a trade has been initiated, the initiator must specify who they wish to
trade with; that person must be in the room.
SAYTO BANKER TRADE IDENTIFY
Either trader may ask the trader to identify all of the items that they are
set to receive; items that they have given to the banker must be identified
prior to offering them to trade.
SAYTO BANKER TRADE CANCEL
Either trader may cancel the trade at any time, and both traders immediately
get back all items that they had offered for trade.
SAYTO BANKER TRADE ACCEPT
When both parties accept the terms of the trade, the banker will give the
appropriate items to each trader, and announce themselves available to make
another trade.
SAYTO BANKER EXCHANGE MY BARS
If after a trade, or at any other time, an adventurer has bars of gold or any
other material that they wish to convert back into gold, they may use this
command to trade the bars into gold towards the balance at their default
bank. Up to 10 bars will be converted into gold at once.
SEE ALSO
Bank, Shop, Gold, Bazaar
trade - use bankers as secure intermediaries through which you may trade
items to other players
SYNOPSIS
give banker <item>
sayto banker trade partner <name>
sayto banker trade identify
sayto banker trade cancel
sayto banker trade accept
sayto banker exchange my bars
DESCRIPTION
Bankers throughout the world have adopted new practices and standards through
their bankers' union, which permit them to act as secure middlemen during
trade transactions between adventurers. Two adventurers may trade items with
each other with the banker holding their items in escrow until both traders
are satisfied with the terms of the trade.
Objects that cannot be traded are objects that are nomail, no-identify,
enforce-level, noremove, explode, vanish-death, no-rent, nouncurse,
enforce-level or no-save; containers, food, explosives, writing-instruments,
stamps, herbal-mixtures, potions, items greater than 55 levels over the
other trader, or objects in the middle of an action.
In addition, bankers will sell bars of refined metal at a 5% markup, to allow
easy trading of gold. Adventurers may buy these bars, carry them around,
trade them and easily exchange them back into gold.
GIVE BANKER <item>
To initiate a trade, give one of the items you wish to trade to a banker. The
person you wish to trade with must be in the room, and you will be given 20
Alyrian minutes to complete the trade from when you start it. If either
trader wishes to add an item to the trade, they may simply give the item to
the banker. A total of 10 items may be traded during one transaction. If
either party logs out or walks away during a trade, their items will be
mailed to them.
SAYTO BANKER TRADE PARTNER <name>
After a trade has been initiated, the initiator must specify who they wish to
trade with; that person must be in the room.
SAYTO BANKER TRADE IDENTIFY
Either trader may ask the trader to identify all of the items that they are
set to receive; items that they have given to the banker must be identified
prior to offering them to trade.
SAYTO BANKER TRADE CANCEL
Either trader may cancel the trade at any time, and both traders immediately
get back all items that they had offered for trade.
SAYTO BANKER TRADE ACCEPT
When both parties accept the terms of the trade, the banker will give the
appropriate items to each trader, and announce themselves available to make
another trade.
SAYTO BANKER EXCHANGE MY BARS
If after a trade, or at any other time, an adventurer has bars of gold or any
other material that they wish to convert back into gold, they may use this
command to trade the bars into gold towards the balance at their default
bank. Up to 10 bars will be converted into gold at once.
SEE ALSO
Bank, Shop, Gold, Bazaar
Comments
(0)
You must be logged in to post a comment. Please register if you do not have an account yet.


Help Entry




