actually, I have something sort of similar to that lying around in a partially started state, my approach is actually a bit more wide-ranging though. If ever you have played the game fallout, there is a screen which lists your reputation in each town. I want something similar to that, so that certain things can be made to reduce reputation (killing non-hostile locals, or other players, or stealing) and certain things made to increase it (I've been trying to hook that into Ryo's quest markers, although he has indicated that they might change, so I'll wait for him to do that, also being in the town over time without killing things would increase it (the locals would start to trust you) ) reputation would act a little like luck does currently then (decaying with time), only localised, and with the possibility to automatically imprision serial killers (what the 'arrest' patch I have up on the tracker is in aid of) shop prices would be based on the reputation, but also I would add an extra check to the @match condition in people, so that there can be quests which would only become available after people start to trust you (and of course there could also be a subset of quests which would only be available if your reputation was bad enough ('evil' quests). One thought your email has prompted, is to have a 'race' field, so that there can be racist shopkeepers (like angband has) - I am not sure of a nice way to fetch the enemy race however, I guess I'd have to go through the gods to get that. On 8/12/05, temitchell at sympatico.ca < temitchell at sympatico.ca > wrote: > On a related note for consideration, > I have always liked the idea of having shops pay a bit more and sell for a bit less if the player is a citizen of the same region as the shop. A citizenship marker object of some sort - available for a reasonable fee. For economy sake, I think it would be better if this worked by actually making the shops pay a bit less and cost a bit more if the player's marker *didn't* match the store region. > > Just a thought. > > > > > From: Brendan Lally < brenlally at gmail.com > > > Date: 2005/08/11 Thu PM 06:12:16 EST > > To: crossfire at metalforge.org > > Subject: [crossfire] specialised shops > > > > this patch https://sourceforge.net/tracker/index.php?func=detail&aid=1257092&group_id=13833&atid=313833 > > implements shop specialisation. > > > > Shop maps now can specify things that they specialise in, and if the > > player has an item that is in one of those categories, then they get a > > better price than if they are not. > > > > General stores with no specialisation offer a price somewhere in > > between, and shops that specialise in many categories offer worse > > prices than those that are tightly focused. > > > > players no longer see the exact sale price when they click on an item, > > instead they see an approximation based upon the level of the > > bargaining skill. > > > > Without the bargaining skill they get a textual estimate (some gold, > > lots of plat, a few silver, etc.) > > > > Shops can also specify a 'greed' value, in the shop string, this > > allows shops like the blackmarket or scorn's house of healing to offer > > bad prices without setting the value to arbitrary amounts that > > interfere with stacking and are exploitable to level bargaining. > > > > There are several issues with this as it stands. > > > > 1) should shops be able to give lower prices for objects than others > > would sell for? I am inclined to say yes, but not for generated > > equipment. That needs to have some way to distingush things that a > > shop has brought, and things that it had generated. (probably a new > > flag somewhere) > > > > 2) Is the ratio of prices for specialised shops reasonable? I am > > unsure about this one myself. > > > > 3) does the format of the shop string need to change or be extended? > > > > What I would like to see is that a lazy high level player might get > > far less than they otherwise would for valuable equipment, and a > > player who knows what they are doing could then rebuy the stuff that > > is dropped, (for more than it was sold for trivially) and sell it for > > more in a specialised shop. > > > > Possibly the rest of this belongs on the maps list, but without the > > above context it won't make much sense. > > > > Since the string that defines the shop is in the map header, it > > follows that there should only be one shop on each map. I have checked > > the maps-bigworld distribution and found the following. > > > > grep -r "shop_mat" * | uniq -c | sort -n | cut -d ':' -f 1 > > ... > > 3 unlinked/kandora/elcyon/gnome_hut - one shop > > 4 brest/brest.cvt - one shop > > 4 brest/brest.scrolls.right - one shop > > 4 darcap/darcap/circus/shooting - two shops > > selling the same things > > 4 mlab/citydeclouds/citydeclouds2H - one shop > > 4 santo_dominion/shops/rings - one shop > > 4 unlinked/Greyshield/Fortress - two > > shops should be able to tile along x=20 > > 6 mlab/citydeclouds/citydeclouds2A - two shops > > tile onto other maps ( a nightmare to deal with) > > 6 mlab/citydeclouds/citydeclouds2F - one shop > > 6 scorn/shops/scorn.sale1 - one shop > > 8 mlab/citydeclouds/citydeclouds2B - tiles from > > cdc2A - similar issues > > 8 navar_city/misc/market1 - 4 shops, > > will tile cleanly (and fix a shop listing map bug at the same time) > > 8 santo_dominion/lord_byron/main - 4 shops might > > break in interesting ways > > 8 unlinked/vol_vill_shops - 4 > > shops, will tile nicely > > 8 wolfsburg/dept_store - 4 > > shops will tile nicely > > 9 mlab/citydeclouds/cdcbigstore/cdcbigstore2f - one shop > > 10 mlab/citydeclouds/citydeclouds2E - a maze of > > shops, I don't want to even attempt to touch this one. > > > > > > so then, the only maps that may cause problems to split up are > > > > unlinked/Greyshield/Fortress > > mlab/citydeclouds/citydeclouds2A > > mlab/citydeclouds/citydeclouds2B > > santo_dominion/lord_byron/main > > mlab/citydeclouds/citydeclouds2E > > > > the 'shop' string is optional, without it shops just won't give such > > good prices, I am therefore inclined to ignore the fortress and SD > > maps. > > > > mikee if you are reading this, your comments on this wrt your mlab > > maps would be appriciated. > > > > _______________________________________________ > > crossfire mailing list > > crossfire at metalforge.org > > http://mailman.metalforge.org/mailman/listinfo/crossfire > > > > > _______________________________________________ > crossfire mailing list > crossfire at metalforge.org > http://mailman.metalforge.org/mailman/listinfo/crossfire >