Some of this is pretty simple... some gets rather nastily complex (ie., the shop code). So hopefully I've managed to make it as clear as possible. It is definitely not for the faint of heart or those that want automatic patches. This is a do it by hand operation. I'll be happy to answer any questions, just drop me an email. I'm also looking for feedback/suggestions, so please let me know what you think. D. Luther -> dtluther@mindspring.com Notes: This assumes you are using ascii pfiles, if not, your pfiles WILL become invalid as it changes the structure of the char and rent files. This does not change any of your mob files. It assumes that all mob coin values are in coppers and when they are loaded into the world, it splits the amount into plat, gold, silver, copper. Object files are also not affected. Their value is stored as copper and only expressed as plat, gold, silver, copper by the shopkeeepers quick thinking ;) Banked money is stored as copper. Steal is set up to randomly pick one type of coin, my to-do list includes changing that to take a little of each instead (should be fairly simple). Giving money can only be done one cointype at a time (so far, this is another thing for the to-do list). - Same for deposit/withdraw. Put money in containers: to-do list. When all else fails, search all files for GET_GOLD(ch) and find what was overlooked ;) Anytime you want to add gold(etc.) to a character. use add_money_to_char(ch, amount, type) and anytime you remove gold(etc.) from a charater, use remove_money_from_char(ch, amount, type). This guarantees that you're always adjusting the weight correctly. Okay! Now to get started... open up coins.patch and start reading ;)