From eb79553209a10a1a6df04ab7261886e8a4fa2de1 Mon Sep 17 00:00:00 2001 From: "nethack.rankin" Date: Wed, 26 Nov 2003 08:37:08 +0000 Subject: [PATCH] Guidebook update: "Shops" Add a new section about shops to the Guidebook. I don't think any significant spoilers are revealed. --- doc/Guidebook.mn | 46 +++++++++++++++++++++++++++++++++- doc/Guidebook.tex | 63 +++++++++++++++++++++++++++++++++++++++++++++-- doc/fixes34.3 | 1 + 3 files changed, 107 insertions(+), 3 deletions(-) diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn index e95b96277..23392a844 100644 --- a/doc/Guidebook.mn +++ b/doc/Guidebook.mn @@ -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 diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex index 06c171fec..1ae11831a 100644 --- a/doc/Guidebook.tex +++ b/doc/Guidebook.tex @@ -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} diff --git a/doc/fixes34.3 b/doc/fixes34.3 index 91bdfd7a6..5233a7556 100644 --- a/doc/fixes34.3 +++ b/doc/fixes34.3 @@ -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