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:
nethack.rankin
2003-11-26 08:37:08 +00:00
parent 71b947af0e
commit eb79553209
3 changed files with 107 additions and 3 deletions

View File

@@ -5,7 +5,7 @@
.ds vr "NetHack 3.4
.ds f0 "\*(vr
.ds f1
.ds f2 "November 15, 2003
.ds f2 "November 25, 2003
.mt
A Guide to the Mazes of Menace
(Guidebook for NetHack)
@@ -877,6 +877,50 @@ Ladders (`<', `>')
.pg
Ladders serve the same purpose as staircases, and the two types of
inter-level connections are nearly indistinguishable during game play.
.hn 2
Shops and shopping
.pg
Occasionally you will run across a room with a shopkeeper near the door
and many items laying on the floor. You can buy items by picking them
up and then using the `p' command. You can inquire about the price
of an item prior to picking it up by using the ``#chat'' command
while standing on it. Using an item prior to paying for it will incur a
charge, and the shopkeeper won't allow you to leave the shop until you
have paid any debt you owe.
.pg
You can sell items to a shopkeeper by dropping them to the floor while
inside a shop. You will either be offered an amount of gold and asked
whether you're willing to sell, or you'll be told that the shopkeeper
isn't interested (generally, your item needs to be compatible with the
type of merchandize carried by the shop).
.pg
If you drop something in a shop by accident, the shopkeeper will usually
claim ownership without offering any compensation. You'll have to buy
it back if you want to reclaim it.
.pg
Shopkeepers sometimes run out of money. When that happens, you'll be
offered credit instead of gold when you try to sell something. Credit
can be used to pay for purchases, but it is only good in the shop where
it was obtained; other shopkeepers won't honor it. (If you happen to
find a "credit card" in the dungeon, don't bother trying to use it in
shops; shopkeepers will not accept it.)
.hn 3
Shop idiosyncracies
.pg
Several aspects of shop behavior might be unexpected.
.\" note: using * instead of \(bu is better for plain text output
.lp * 2
The price of a given item can vary due to a variety of factors.
.lp * 2
A shopkeeper treats the spot immediately inside the door as if it were
outside the shop.
.lp * 2
While the shopkeeper watches you like a hawk, he will generally ignore
any other customers.
.lp * 2
If a shop is "closed for inventory", it will not open of its own accord.
.lp * 2
Shops do not get restocked with new items, regardless of inventory depletion.
.hn 1
Monsters

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

View File

@@ -129,6 +129,7 @@ make attribute that is used to distinguish headings in a menu configurable
add experimental build option AUTOPICKUP_EXCEPTIONS for filtering pickup of
items by pattern matching against their xname() description
include version number in paniclog entries
add a section on "shops and shopping" to the Guidebook
Platform- and/or Interface-Specific New Features