Closed makrohn closed 11 years ago
Working as intended.
But, we should make this configurable at the engine level.
Hmm, ok. I guess it also depends on how a game is using loot - if you're getting a lot of random drops (eg Diablo style) that need to be pawned off constantly, I can see having it always on. On the flipside, in a game that has less random loot and more plot, it seems like there'd need to be some kind of in-game excuse for that functionality - for instance, in Polymorphable, the only real sellable items are consumables, where it'd be a much more deliberate decision to sell.
I don't like current behavior too. It's not realistic.
The more I think about this, though, the more I think I agree with Clint - it doesn't REALLY need an in-game explanation. I made a sarcastic comment over on OGA about magic and fantasy, but let's face it - most of the games in the fantasy genre already have vendors who will happily give you a few silver for a [Rotting Bear Carcass] or maybe some [Disgusting Fungus]. I think maybe if one played with a system where one can sell items ANYWHERE, one would just willingly suspend their disbelief after only a couple hours of play.
see https://github.com/clintbellanger/flare-game/issues/34 closing this one.
Reported over here: http://opengameart.org/forumtopic/possibly-a-bug-selling-items-by-ctrl-clicking#comment-13767
"It's possible to sell items by ctrl-clicking on them even if you aren't trading or talking to a vendor. Just open your inventory, ctrl-click an item and you receive money (and the item disappears of course)."