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#1 |
Adept
Join Date: Dec 2009
Posts: 172
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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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#2 |
Apprentice
Join Date: Oct 2009
Posts: 59
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This feature is still in the nightlies now I believe.
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#3 |
Angband Devteam member
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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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#4 |
Apprentice
Join Date: Oct 2009
Posts: 59
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Had it mixed up in my head. It is as you say. My bad.
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#5 |
Administrator
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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();
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See the elves and everything! http://angband.oook.cz |
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#6 |
Swordsman
Join Date: Sep 2009
Posts: 252
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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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#7 |
Administrator
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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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See the elves and everything! http://angband.oook.cz |
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#8 | |
Swordsman
Join Date: Jul 2008
Posts: 308
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Quote:
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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#9 | |
Administrator
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Quote:
That's even worse than the current status quo!
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See the elves and everything! http://angband.oook.cz |
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#10 |
Swordsman
Join Date: Jun 2007
Posts: 292
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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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