Display price in object info?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Tobias
    Adept
    • Dec 2009
    • 172

    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)
    My Angband videos : http://www.youtube.com/view_play_lis...385E85F31166B2
  • Tatami
    Apprentice
    • Oct 2009
    • 59

    #2
    This feature is still in the nightlies now I believe.

    Comment

    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Tatami
      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.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

      Comment

      • Tatami
        Apprentice
        • Oct 2009
        • 59

        #4
        Had it mixed up in my head. It is as you say. My bad.

        Comment

        • pav
          Administrator
          • Apr 2007
          • 793

          #5
          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.
          See the elves and everything! http://angband.oook.cz

          Comment

          • dhegler
            Swordsman
            • Sep 2009
            • 252

            #6
            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.

            Comment

            • pav
              Administrator
              • Apr 2007
              • 793

              #7
              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...
              See the elves and everything! http://angband.oook.cz

              Comment

              • RogerN
                Swordsman
                • Jul 2008
                • 308

                #8
                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.

                Comment

                • pav
                  Administrator
                  • Apr 2007
                  • 793

                  #9
                  Originally posted by RogerN
                  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.
                  Originally posted by RogerN
                  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!
                  See the elves and everything! http://angband.oook.cz

                  Comment

                  • Rizwan
                    Swordsman
                    • Jun 2007
                    • 292

                    #10
                    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

                    Comment

                    Working...
                    😀
                    😂
                    🥰
                    😘
                    🤢
                    😎
                    😞
                    😡
                    👍
                    👎