fix #H7103 - shop pricing
Player came across a stack of 2 gray stones in a shop and kicked one. That one ended up with a different (in his case, lower) price once it was separate. This behavior only applies to non-glass gems which add a price variation derived from internal ID (obj->o_id) number. Make splitting stacks always yield the same price per item in the new stack as was being charged in the old stack by choosing a similar o_id. Do it for all splits (that can vary price by ID, so just non-glass gems), not just ones performed inside shops. He picked up the lower priced one and dropped it back on the original higher priced one; the combined stack took on the lower price. That will no longer happen if they come from splitting a stack, but this fix doesn't address merging with different prices when they start out as separate stacks. (Unpaid items won't merge in inventory if prices are different, but shop-owned items will merge on floor.)
This commit is contained in:
@@ -312,6 +312,8 @@ looking into an applied container with ':' showed prices of unpaid items but
|
||||
prevent achievement luckstone from merging with other luckstones if kicked or
|
||||
dropped by monster (not applicable for dropped by player; achievement
|
||||
would have been recorded and luckstone reverted to normal if picked up)
|
||||
when splitting a stack of gems where internal ID is used to make adjustment to
|
||||
shop prices, pick an ID for new stack that yields same prices as old
|
||||
|
||||
|
||||
Fixes to Post-3.6.1 Problems that Were Exposed Via git Repository
|
||||
|
||||
Reference in New Issue
Block a user