Guidebook update: "Shops"
Add a new section about shops to the Guidebook. I don't think any significant spoilers are revealed.
This commit is contained in:
@@ -5,7 +5,7 @@
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.ds vr "NetHack 3.4
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.ds f0 "\*(vr
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.ds f1
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.ds f2 "November 15, 2003
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.ds f2 "November 25, 2003
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.mt
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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@@ -877,6 +877,50 @@ Ladders (`<', `>')
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.pg
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Ladders serve the same purpose as staircases, and the two types of
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inter-level connections are nearly indistinguishable during game play.
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.hn 2
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Shops and shopping
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.pg
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Occasionally you will run across a room with a shopkeeper near the door
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and many items laying on the floor. You can buy items by picking them
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up and then using the `p' command. You can inquire about the price
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of an item prior to picking it up by using the ``#chat'' command
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while standing on it. Using an item prior to paying for it will incur a
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charge, and the shopkeeper won't allow you to leave the shop until you
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have paid any debt you owe.
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.pg
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You can sell items to a shopkeeper by dropping them to the floor while
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inside a shop. You will either be offered an amount of gold and asked
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whether you're willing to sell, or you'll be told that the shopkeeper
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isn't interested (generally, your item needs to be compatible with the
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type of merchandize carried by the shop).
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.pg
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If you drop something in a shop by accident, the shopkeeper will usually
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claim ownership without offering any compensation. You'll have to buy
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it back if you want to reclaim it.
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.pg
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Shopkeepers sometimes run out of money. When that happens, you'll be
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offered credit instead of gold when you try to sell something. Credit
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can be used to pay for purchases, but it is only good in the shop where
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it was obtained; other shopkeepers won't honor it. (If you happen to
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find a "credit card" in the dungeon, don't bother trying to use it in
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shops; shopkeepers will not accept it.)
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.hn 3
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Shop idiosyncracies
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.pg
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Several aspects of shop behavior might be unexpected.
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.\" note: using * instead of \(bu is better for plain text output
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.lp * 2
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The price of a given item can vary due to a variety of factors.
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.lp * 2
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A shopkeeper treats the spot immediately inside the door as if it were
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outside the shop.
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.lp * 2
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While the shopkeeper watches you like a hawk, he will generally ignore
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any other customers.
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.lp * 2
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If a shop is "closed for inventory", it will not open of its own accord.
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.lp * 2
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Shops do not get restocked with new items, regardless of inventory depletion.
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.hn 1
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Monsters
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@@ -27,7 +27,7 @@
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\begin{document}
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%
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% input file: guidebook.mn
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% $Revision: 1.77 $ $Date: 2003/11/22 04:25:26 $
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% $Revision: 1.78 $ $Date: 2003/11/23 21:51:15 $
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%
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%.ds h0 "
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%.ds h1 %.ds h2 \%
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@@ -40,7 +40,7 @@
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%.au
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\author{Eric S. Raymond\\
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(Extensively edited and expanded for 3.4)}
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\date{November 15, 2003}
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\date{November 25, 2003}
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\maketitle
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@@ -1169,6 +1169,65 @@ monster will arrive on the staircase and you will end up nearby.
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Ladders serve the same purpose as staircases, and the two types of
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inter-level connections are nearly indistinguishable during game play.
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%.hn 2
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\subsection*{Shops and shopping}
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%.pg
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Occasionally you will run across a room with a shopkeeper near the door
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and many items laying on the floor. You can buy items by picking them
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up and then using the `{\tt p}' command. You can inquire about the price
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of an item prior to picking it up by using the ``{\tt \#chat}'' command
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while standing on it. Using an item prior to paying for it will incur a
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charge, and the shopkeeper won't allow you to leave the shop until you
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have paid any debt you owe.
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%.pg
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You can sell items to a shopkeeper by dropping them to the floor while
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inside a shop. You will either be offered an amount of gold and asked
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whether you're willing to sell, or you'll be told that the shopkeeper
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isn't interested (generally, your item needs to be compatible with the
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type of merchandize carried by the shop).
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%.pg
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If you drop something in a shop by accident, the shopkeeper will usually
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claim ownership without offering any compensation. You'll have to buy
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it back if you want to reclaim it.
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%.pg
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Shopkeepers sometimes run out of money. When that happens, you'll be
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offered credit instead of gold when you try to sell something. Credit
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can be used to pay for purchases, but it is only good in the shop where
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it was obtained; other shopkeepers won't honor it. (If you happen to
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find a ``credit card'' in the dungeon, don't bother trying to use it in
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shops; shopkeepers will not accept it.)
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%.hn 3
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\subsubsection*{Shop idiosyncracies}
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%.pg
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Several aspects of shop behavior might be unexpected.
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\begin{itemize}
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% note: a bullet is the default item label so we could omit [$\bullet$] here
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%.lp \(bu 2
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\item[$\bullet$]
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The price of a given item can vary due to a variety of factors.
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%.lp \(bu 2
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\item[$\bullet$]
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A shopkeeper treats the spot immediately inside the door as if it were
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outside the shop.
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%.lp \(bu 2
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\item[$\bullet$]
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While the shopkeeper watches you like a hawk, he will generally ignore
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any other customers.
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%.lp \(bu 2
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\item[$\bullet$]
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If a shop is ``closed for inventory'', it will not open of its own accord.
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%.lp \(bu 2
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\item[$\bullet$]
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Shops do not get restocked with new items, regardless of inventory depletion.
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\end{itemize}
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%.hn 1
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\section{Monsters}
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@@ -129,6 +129,7 @@ make attribute that is used to distinguish headings in a menu configurable
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add experimental build option AUTOPICKUP_EXCEPTIONS for filtering pickup of
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items by pattern matching against their xname() description
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include version number in paniclog entries
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add a section on "shops and shopping" to the Guidebook
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Platform- and/or Interface-Specific New Features
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