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Compare store items to the items that are equipped #40

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Buying things would be much easier if I could easily compare the equipped item 
with the one in the store.

This would be applicable to both items that are equipped and items in the 
player's inventory.

Original issue reported on code.google.com by oskar.wi...@gmail.com on 29 Nov 2010 at 9:44

GoogleCodeExporter commented 9 years ago
And added to this, if there isn't an ideal market system in place where with 
supply and demand prices could vary from town to town then just eliminate 
weapons and armor from the list of available products to purchase as there is 
no added benefit to purchasing something you already own(yes, my fat fingers 
have made some mistake purchases).

Original comment by The2ndclory on 30 Nov 2010 at 12:58

GoogleCodeExporter commented 9 years ago
IMO you may need 2 rings giving 2x6 additional attack damage. ;-)

Perhaps if I buy stuff to equip, there could be a window:
Should this item be bought? (with infos about similar items in the inventory)

Original comment by SamuelPl...@gmail.com on 30 Nov 2010 at 6:33

GoogleCodeExporter commented 9 years ago
At least the weaker items should be eliminated. (except for rings). How you 
decide what is weaker, though, is a good question.
- Most defensive stuffs have one stat: block. easy. Once you have gloves 6%, 
don't show anything weaker than that. (but show e.g. block -9 attack +17)
- Shields have attack penalty and block benefit. Again, easy.
- Weapons are more complicated though. All have AP, attack and damage 
(min-max). Those that are same or worse in all four aspects (same or higher AP, 
same or lower attack, same or lower min AND! max damage) can be eliminated. 
E.g. once you've got iron sword, most of the weapons should be eliminated. The 
problem is, as soon as you have the venomous dagger (damage 1-2), most weapons 
are back...

Original comment by surrano on 22 Dec 2010 at 3:17

GoogleCodeExporter commented 9 years ago
Once item properties replace the current item scheme then it will become too 
complex to define such exclude rules, especially outside the property group. 
(suggested in issue 38)

Example: Deadly steel sword of speed
base dmg: 2-5
+ 1-3dmg (deadly)
+ 5% AC (deadly)
+ 10% AC (speed)

Comparing this against plain steel sword is no problem, but against other 
properties that give other modifiers like crit is.

Original comment by kims...@gmail.com on 22 Dec 2010 at 3:35

GoogleCodeExporter commented 9 years ago
So you got my point :)

Original comment by surrano on 22 Dec 2010 at 4:33

GoogleCodeExporter commented 9 years ago
I'm against exclude rules. Assume someone wants to buy a very good sword. 
Therefore he has to sell his expensive armor to afford it. So he wants to know 
what cheaper armor is available, without having to uneqiup or sell the 
expensive armor.

The other downside is that exclusion rules should be very complex.

Original comment by SamuelPl...@gmail.com on 22 Dec 2010 at 10:16

GoogleCodeExporter commented 9 years ago

Original comment by oskar.wi...@gmail.com on 10 Feb 2011 at 6:50

GoogleCodeExporter commented 9 years ago
Pull request #25

Original comment by brandon....@gmail.com on 22 Mar 2015 at 6:18