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Old December 12, 2009, 20:23   #1
Tobias
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Display price in object info?

Hi guys,

I have been hanging around in the early game again.
So I needed money, and had trouble deciding what to take along with me for sale. I could of course look in the spoilers, but i am to lazy for this, and it seems like the current vanilla should do that sort of things for us. (like the blows per turn changes).

So I am trying out this right now:
Code:
Index: src/object/obj-info.c
===================================================================
--- src/object/obj-info.c	(revision 1833)
+++ src/object/obj-info.c	(working copy)
@@ -1066,7 +1066,8 @@
 
 	/* Object name */
 	object_desc(o_name, sizeof(o_name), o_ptr, ODESC_PREFIX | ODESC_FULL);
-	text_out_c(TERM_L_BLUE, "%^s\n", o_name);
+	text_out_c(TERM_L_BLUE, "%^s", o_name);
+        text_out(" (Base Price %d AU)\n",object_value(o_ptr,1,FALSE));
 
 	/* Display the origin */
 	switch (o_ptr->origin)
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Old December 12, 2009, 21:19   #2
Tatami
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This feature is still in the nightlies now I believe.
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Old December 12, 2009, 21:20   #3
Magnate
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Quote:
Originally Posted by Tatami View Post
This feature is still in the nightlies now I believe.
It shouldn't be - Takkaria has explicitly said that he doesn't want it (because he doesn't want to encourage selling). When you're actually in the shop, and press 's', you get a list of everything the shopkeeper will buy, along with prices - but that's a little different.
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Old December 12, 2009, 21:26   #4
Tatami
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Had it mixed up in my head. It is as you say. My bad.
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Old December 16, 2009, 11:39   #5
pav
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I have a very similar local patch in my copy

Code:
diff -ru work/angband-3.1.1.1626/src/cmd-obj.c work-heavily-patched/angband-3.1.1.1626/src/cmd-obj.c
--- work/angband-3.1.1.1626/src/cmd-obj.c       2009-07-25 21:44:04.000000000 +0200
+++ work-heavily-patched/angband-3.1.1.1626/src/cmd-obj.c       2009-10-05 17:57:47.000000000 +0200
@@ -244,6 +244,8 @@
 /*** Examination ***/
 static void obj_examine(object_type *o_ptr, int item)
 {
+       int price;
+
        track_object(item);
 
        text_out_hook = text_out_to_screen;
@@ -251,7 +253,10 @@
 
        object_info_header(o_ptr);
        if (!object_info(o_ptr, FALSE))
-               text_out("\n\nThis item does not seem to possess any special abilities.");
+               text_out("\n\nThis item does not seem to possess any special abilities.\n");
+
+       price = object_value(o_ptr, 1, FALSE);
+       text_out_c(TERM_YELLOW, format("It would fetch %i gold apiece in an average shop.", price));
 
        text_out_c(TERM_L_BLUE, "\n\n[Press any key to continue]\n");
        (void)anykey();
I too would vote for it being included in V. Some other high profile variants already have it. Cannot understand takka's mind no this one.
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Old December 16, 2009, 16:33   #6
dhegler
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If we don't want to encourage selling, let's encourage buying by actually having better objects appear in-town. In earlier versions of V, there seemed to be better items for sale in the normal shops. I like the black market, but the regular shops have been killed IMHO.
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Old December 16, 2009, 16:37   #7
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Or advance the stores with the progress of the player in the game, as done in some other variants. So the weapon and armory shops are not obsolete past CLVL 10...
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Old December 16, 2009, 17:00   #8
RogerN
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Quote:
Or advance the stores with the progress of the player in the game, as done in some other variants. So the weapon and armory shops are not obsolete past CLVL 10...
I agree that there should be some good quality stuff available for purchase in the town. However, if the weapon and armor shops are constantly advancing and restocking then that encourages store-scumming.

I propose that these shops be stocked with several high-level items at the beginning of the game. They would never be removed during restocking, and the store will never generate more high-level items. This way the player knows from the start what's available to purchase. If you're not interested in purchasing those items, then you don't need to worry about selling stuff and collecting large sums of gold.

Similarly, if you see a weapon that you really want then you now have a goal:"I need to collect 12,000 AU to buy that nice sword". This is an achievable goal since you know the item won't disappear from the store.
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Old December 16, 2009, 17:04   #9
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Quote:
Originally Posted by RogerN View Post
However, if the weapon and armor shops are constantly advancing and restocking then that encourages store-scumming.
So what? People are free to waste time any way they want.
Quote:
Originally Posted by RogerN View Post
I propose that these shops be stocked with several high-level items at the beginning of the game. They would never be removed during restocking, and the store will never generate more high-level items.
That's even worse than the current status quo!
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Old January 1, 2010, 19:59   #10
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Or how about having the shopkeeper take you to the back of the store where he keeps the "good stuff" as soon as your relationship with him reaches a certain level
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