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Old March 13, 2010, 02:17   #11
Nick
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Quote:
Originally Posted by PowerDiver View Post
For now, I propose that the pval is considered visible when the item is wielded.
FA does this.
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Old March 13, 2010, 02:29   #12
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Quote:
Originally Posted by PowerDiver View Post
For now, I propose that the pval is considered visible when the item is wielded. This is not ideal, but the only iffy thing at the moment is the pval for searching. I'm pretty sure all other pvals have been traditionally obvious on wield. If you accept this premise, then I think the solution is to add a check for object_was_worn in object_pval_is_visible.
Searching is currently considered obvious on wield, like all other pval flags, so this seems natural to me.
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Old March 13, 2010, 08:12   #13
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Another bug: the armoury will buy my leather cap [2,-4] for 2 gold.
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Old March 13, 2010, 08:37   #14
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That's actually reasonable, given valuation on power, and not on rarity.
A leather cap's basic value is +7 AC, assuming basic enchantment, or +11 enchantment assuming maximal enchantment. Given that it weighs very little, it's a relatively valuable repository for AC, significantly more valuable than Leather armor.

Of course, given that Leather caps [2, 0] are readily available in the armory, any positive value for [2,-4] is ridiculous. However, for low-value items, this isn't a real issue,
considering that just about anything that's actually useful is worth at least 10GP.

I would call this pecularity NOT A BUG or WILL NOT FIX. The real issue is whether the economics involved in valuation of Power and Rarity is actually worth doing. My answer is: not really, so long as a few basics have very high cost. (ESP, or total speed >= 10)
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Old March 13, 2010, 11:19   #15
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Quote:
Originally Posted by Pete Mack View Post
That's actually reasonable, given valuation on power, and not on rarity.
A leather cap's basic value is +7 AC, assuming basic enchantment, or +11 enchantment assuming maximal enchantment. Given that it weighs very little, it's a relatively valuable repository for AC, significantly more valuable than Leather armor.

Of course, given that Leather caps [2, 0] are readily available in the armory, any positive value for [2,-4] is ridiculous. However, for low-value items, this isn't a real issue,
considering that just about anything that's actually useful is worth at least 10GP.

I would call this pecularity NOT A BUG or WILL NOT FIX. The real issue is whether the economics involved in valuation of Power and Rarity is actually worth doing. My answer is: not really, so long as a few basics have very high cost. (ESP, or total speed >= 10)
I don't expect Takk to change his mind on this, so if it's ok with you I'll keep working on it.

There is of course a healthy difference in cost between a cap [2,-4] and a cap [2,0]. What nobody's pointed out yet is that while a cap [2,-4] fetches 2gp, [2,-5] would not. However you do this there's a cutoff somewhere - for caps it happens to be at -4. For the reasons Pete gives, plus the fact that it halves acid damage on occasion, it doesn't strike me as a bug.
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Old March 13, 2010, 22:02   #16
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This may not be a bug, may just be my lack of understanding. I'm wielding items of aggravation for the very first time. The Helm of Gorlim and the Shield of the Haradrim. It was my presumption that aggravation would, within a certain radius, awaken and compel enemies to attack me even if afraid, but it seems that hounds are still lying in wait (in a room) instead of charging down the corridor at me. Anyone?
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Old March 13, 2010, 22:13   #17
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All aggravation does is wake everything up.
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Old March 14, 2010, 02:07   #18
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Quote:
Originally Posted by Pete Mack View Post
All aggravation does is wake everything up.
Well . It would be more useful (less aggravating) if it did work the way I thought it did.
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Old March 14, 2010, 07:07   #19
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There was a thread which mentioned this. I think it's a good idea.
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Old March 15, 2010, 06:48   #20
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One more small bug. When you fail to zap a rod, it is marked as {tried}. It was "attempted", not "tried". That distinction is important for keeping track of what effects you have observed when trying to figure out flavors.
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