On 8/16/05, Mark Wedel < mwedel at sonic.net > wrote: > Brendan Lally wrote: > > On 8/13/05, Mark Wedel < mwedel at sonic.net > wrote: > > >> Looking over the patch, a few quick thoughts: > >>1) Why not put shop_greed as its own field to make it easier to pull that data out? > > > > > > well, the thing is that if I start doing that, it can lead to a stupid > > number of map headers. I have been writing in a prefered race to the > > things it can parse for, I suspect other things may be added with > > time. > > I'd rather have a number of map headers than a long string of stuff that one > has to parse. > having just been testing using strings such as shop 3;8;33;34;35;70;109;111;130;race-dwarf;<3000 and shop 13;14;race-elf;<2000 I am inclined to agree.... > >>2) Another thought would be to add a shop_cap value or the like. Right now, in > >>the sell function, there is a point where objects higher than a value become > >>worth quite a bit less (lines 155-160 in shop.c). Having these adjustable based > >>on shop could also be interesting (high level players wouldn't find scorn shops > >>very useful, but places like lake county or brest could be more useful). > > > > > > And there we have another thing :) > > actually that is an idea I really rather like, I don't know if there > > is a nice way tell a player that they are up against the cap though, > > (maybe in the description in c_object?) > > One thought, if not already done, is that when the players use the shop map to > enter the shop, pull the info from the map header and tell the player, eg: > > This shop specializes in weapons, bows, and arrows. > They generally do not buy things above 500 pp. > They will not buy things worth less than 3 pp. > > (better phrasing may be necessary, but you get the idea). Thus very clear to > the player what they are and are not getting. > I am unsure about this one, what I have done so far is give a cue to a player leaving a shop as to the shopkeepers mood, instead of saying 'thank you for visiting our shop' all the time, it now has things like "The shopkeeper gives you a friendly wave." or "The shopkeeper glares at you with contempt." likewise I was going to have a cue in the description for the max price (something like 'the shopkeeper says, 'this is more valuable than most things I would trade in, I can offer you FOO but no more than that', I would have an equivilent thing for things that are worth too little. getting the item types isn't possible as far as I can tell, the correspondance between description and number is in a series of defines, and is stripped out by the pre-proccesser. In any event I was thinking more of using some of the spare people in taverns to give hints to the player (eg someone in a pub says, 'I got a new pair of gloves from $FOO in $BAR yesterday, he ripped me off) I've also preserved a degree of symmetry with prices, if somewhere sells a certain type of thing expensively, then you know that they will not offer the best prices. > > Yeah, I have the penalty for being a general store at 50% at the > > moment, that is trivial to change though if that is too harsh > > Having that be setable is what I was thinking - then that general general > store may give 75%, but that membership general store gives 85% or something > (but maybe once again has higher minimum value it buys) That is more a thing for the greed field, set it to about 0.9 on the latter, and the same effect is achieved (that is why I added it in the first place) I meant using a define for the general store ratio, setting it to 1.0 would turn off shop specialisation by type entirely (though not the min, max prices, greed, or racism)