1) For the store_no_selling option in make_gold, there is this line:
/* If we're playing with no_selling, increase the value */
if (OPT(birth_no_selling) && p_ptr->depth)
value = value * MIN(5, p_ptr->depth);
For some obscure situations, shouldn't it be based on object level rather than player depth? For example, if you are opening a chest, the object generation depth is determined by o_ptr->origin_level rather than p_ptr->depth. Isn't the player losing out on gold if they take a chest from deep in the dungeon back into town to open it? I have lost track of how Vanilla determines the object level from a monster death (average of dungeon level and monster native depth?), but there is probably a similar situation there.
/* If we're playing with no_selling, increase the value */
if (OPT(birth_no_selling) && p_ptr->depth)
value = value * MIN(5, p_ptr->depth);
For some obscure situations, shouldn't it be based on object level rather than player depth? For example, if you are opening a chest, the object generation depth is determined by o_ptr->origin_level rather than p_ptr->depth. Isn't the player losing out on gold if they take a chest from deep in the dungeon back into town to open it? I have lost track of how Vanilla determines the object level from a monster death (average of dungeon level and monster native depth?), but there is probably a similar situation there.
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