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Old February 19, 2019, 13:47   #151
tangar
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Powerwyrm, please could you consider this changes:

Quote:
Originally Posted by tangar View Post
How to put item on sale in house? Guide doesn't state this info (Mang too), should be obvious, but I've tried some ways (@S, S & etc) and other player too.. No idea



There are some problem with this concept. It's looks pretty cool at first glance, but actually it's kinda problematic to multiplayer.

The idea of coloring houses is to make one house distinctive from another one. When we have a lot of players and a lot of houses on server - it's hard to find particular house to buy something, thats why players asked about painting. Eg. one player yell in 'trade' chat in discord that to the north of Hobbiton he sell a magical Dagger. There are loads of houses there, how to find right one? Colors helps us.

But if we restrict *house types* by coloring and in 'green' house you could put only potions.. it would make all people just paint houses to 'yellow' to be able to store there most if the items. It doesn't make sense at all.

Every player got 1 char. Every player needs a storage to place spare items there are sell some of them. They are various types (weapons, pots & etc), no point to restrict it. It make sense to sell them in any house (purpose of player store - make it easier to sell, when two players are in different timezones and it's hard to them to meet each other in person for trade).

Please could you consider to remove such restrictions. I would propose such stuff:

1) leave in place possibility to change store type 'icon' aka door type (BM, armoury, alchemy, temple) - it's really cool feature, which eg. TomeNET doesn't have. Add possibility for player to customize this icon at will, it would be kinda 'house sign' (btw I proposed it at TomeNET forum @ 2016 lol https://www.tomenet.eu/phpBB3/viewto...7&t=852&p=2564 ). To customize it - player could 'apply' certain item type on it (except potion):
- weapon to make weaponsmith
- armour - for armoury
- provisioner items (torch, flask) - for '1'
- food - tavern
- ring - BM
- amulet - XBM
- bible (book o holy prayers) - temple
- spellbook for library
- scroll for alchemy

OR just add a 'house' menu to be able to change sign for some gold throught it.

2) add possbility to _colorise_ house signs by potions

So there would be only one /real/ type of house, all other stuff would be decorative... I suppose it's alright if all houses would sell items at 2/3 of BM prices (so it would be 2x from common shop price), so players would rather buy stuff from other players, than from BM; good for game economy.
As players are sad that they can not put stuff on sale cheaper then in a shops.

Eg I buy oil for 12 g from '1'. When I put it to my shop (in house) I could sell it minimum at 21 g

Also next major issue is lack of store flags:

Quote:
Originally Posted by tangar View Post
*tried to raname topic to 'Gamedata customization' to continue this subject; but topic still got old name.. nvm*

Another important flag for customization lay in store.txt

I've noted this suggestion in PWMA development topic and PowerWyrm kindly agreed that he would look into it. As this functional could also be interesting to have in Angband, I want to post this idea here too, maybe we could discuss it and unravel some more interesting flags? Also maybe joint efforts could be combined to achieve this important customization mechanism.

Currently in store.txt there are two main flags which indicate how often item would appear in the shop:


The topic: is it possible in future to add more different flags for stores?

Now there is 'always' flag (spawn 40 stack of 40 items) and 'normal' (ocassionaly spawn 1-10 times). It would be fun to have something like this:

- always (spawn 10-20 items) // currently having always 40 items sounds quite anti-RPG style, moar rng!
- normal (5-10 items)
- rare (1-5 items)
- unique (1 item)
- never (to forbid certain item in Black Market)

Also right now it's not possible to have any special flags at BM, except 'always'. It would be fun to have possibility to customize it

Also maybe (if it's not too hard to implement) there could be two different types of flags for stores: quantity flags (determine how much items would appear in pile) and rarity (how often certain item type would appear). It would give possbility to create really precise store customization
Wobby made a good suggestion about it:

Quote:
Originally Posted by wobbly View Post
So in monster.txt there is:

# drop: item type : item name : percent drop chance : min : max
# drop-base: item type : percent drop chance : min : max
# friends: chance: number: name
# friends-base: chance: number: name

with number being in xdy format

more consistent would be:

# drop: item type : item name : percent drop chance : number
# drop-base: item type : percent drop chance : number
# friends: name: chance: number
# friends-base: name: chance: number

& consistent for stores would be:

item: chance: number
Maybe it's a good idea for shops? I'm not sure, would V-devs ever work at this issue as they didn't mention it at TRAC.. So maybe we need just to do it by ourself
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Last edited by tangar; February 19, 2019 at 13:52.
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Old February 19, 2019, 22:09   #152
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New server http://angband.online/new-server/
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Old February 20, 2019, 10:10   #153
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"The idea of coloring houses is to make one house distinctive from another one."

Well, you forget something important here... Any player can customize his house at will.

- Go to General Store
- Buy a scroll of House Foundation
- Buy some House Foundation Stones
- Go back and shape your house like you wish!!!

Painting door is just to make a distinct shop, not to differentiate houses.
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Old February 20, 2019, 10:12   #154
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"Also next major issue is lack of store flags"

This is the last thing I want to add for 1.2, and if I can the "named" inscriptions.
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Old February 20, 2019, 10:14   #155
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Quote:
Originally Posted by tangar View Post
There's no domain for the server? Currently you cannot see it from MAngband metaserver and that's really annoying, as Mangband players won't be able to be aware that the server exists.
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Old February 20, 2019, 12:36   #156
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Quote:
Originally Posted by PowerWyrm View Post
There's no domain for the server? Currently you cannot see it from MAngband metaserver and that's really annoying, as Mangband players won't be able to be aware that the server exists.
I've wrote about some time ago there:
http://angband.online/we-moved-again/

Quote:
- Moved on new servers. Website and the game itself now have separate servers (for security reasons);
- Game unbound from metaserver and you could download new version of the client to login directly to the game;

This new infrastructure make us more stable to DDOS and other problems; game server is now independent from domain and we could change it's IP at will
---

Quote:
Originally Posted by PowerWyrm View Post
Painting door is just to make a distinct shop, not to differentiate houses.
Yes, and distinct shops isn't good concept, that's why I'm proposing to make painting decorative-only action. It's not fun to restrict players shops types; each house should have possibility to sell any item.
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Old February 20, 2019, 15:54   #157
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Was looking at Shapechangers again and found out something totally overpowered: AC calculated as full AC from equipment + half AC from the race. This was stupid (probably a bug -- I'm sure this was meant to be the average of the two, like it's done for hps).

Result: from now on, Shapechangers AC is now the average of equipment and race. Looking at TomeNET's code, they've added a lower cap so that people with low AC forms are not penalized, so I added that too: if the AC of the monster is lower than the AC of the equipment, then only equipment is kept so you don't get less AC than in player form.
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Old February 20, 2019, 17:29   #158
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MUAHAHAHAHAHAHAHAHA!!!!!

I have prepared a NASTY SURPRISE for all players of PWMAngband. No spoilers, you'll have to figure out this one by yourself.

Hint: it's a change from the forthcoming Vanilla Angband monster overhaul.

EDIT: ow... if you're currently playing a character with some timed effects active, you may find out easily because it's a new timed effect and the list is partly shifted one entry down so you may have the wrong effect when the change comes into play. I strongly encourage people to finish their char before the update

EDIT #2: nevermind, I'll put the effect at the end of the list for now so it'll remain hidden until discovered
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Last edited by PowerWyrm; February 21, 2019 at 09:13.
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Old February 21, 2019, 17:21   #159
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Store flags
------------

Ok I've spent a bit of time thinking about this, and the more I think about it, the less I find this a good idea.

The store code is really simple:

- regular shops with a mix of staples (the "always" lines) which are always in store and regular items (the "normal") lines which are not always in store
- black markets with random items

So I'm gonna take two drastic measures to ensure that the store code remains simple while giving more flexibility:

1) Adding a parser error when trying to add "normal" or "always" lines in store.txt for Black Markets.

Black Markets have random items. Period. This means anything can appear at any time, it's up to you to catch opportunities. Adding fixed items is a nonsense. So from now on, they're not customizable anymore and any attempt to do so will result in a parsing error.

The only "customization" that remains are orders in the Expensive Black Market. If you really want something special (like a deep book, some potions of *healing*... or even a Power DSM) you can place an order and have the shop keep the item for you until you can afford it.

2) Rarity and price factor for "normal" items in regular shops

To compensate, regular shops will now have more flexible stocks. Each item that can be sold in regular shops will have a rarity (default: 1) and a price factor (default: 100). This, for example, will allow me to implement one of MAngband recent changes: potions of healing in the Temple. Since I don't want these to be available too often and for their base price, I'll put a high rarity and price factor on them.
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Old February 21, 2019, 19:59   #160
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I like this store enhancement. Rarity/price make sense.

What about quantity of items per stock? So you would be able to meet certain items in unique exemplar, but some of them would be in piles

So it would be:

rarity: (default: 1)
price: (default: 100)
quantity: (xdy, eg 2d3)

eg:
Code:
normal:light:Lantern:1:100:1d2
normal:potion:Speed:3:250:2d6
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