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Shops
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Acceptance
Several checks are done when the character enters the shop and as long as he is inside:
- Opening hours:
Shop | Opening Hours |
Smiley's Shop | 08h to 20h |
Honest Trader | 08h to 21h |
Adventurer's Outfitters | 08h to 19h |
Warrior's Supplies | 05h to 17h |
General Store | 05h to 23h |
Exclusive Outfitters | 10h to 15h |
Rocky's Emporium | 09h to 17h |
Best Bargain Store | 09h to 21h |
Special Imports Store | 10h to 14h |
Betelgeuse Sales | 03h to 22h |
Merchant's Grotto | 04h to 19h |
Sunset Market | 09h to 19h |
Pauline's Emporium | 11h to 16h |
Da Place! | 08h to 17h |
Trade Winds | 08h to 17h |
- Character inebriation:
If the character is or becomes Very Drunk, he is shut-out and friendship is decreased by 0.09 (23/256).
- Friendship:
If the friendship is or becomes < 1.0, the character is shut-out by the shopkeeper.
Friendship
Initially 2.0 for each shop.
When the character enters the shop after 30 days without visiting it, the friendship may be updated:
Friendship | Result |
[0.0; 1.0[ | Friendship reset to 1.0. |
[1.0; 2.0[ | |
[2.0; +oo[ | Friendship decreased by 1.0. |
Friendship is used by:
- The acceptance.
- The welcome message.
- The bargain.
Welcome Message
The welcome message is determined by the friendship and frequency:
Friendship | Frequency | Message |
[1.0; 2.0[ | | What do you want, twit! |
[2.0; 3.0[ | 1 or 2 | Welcome Stranger! |
> 2 | Welcome Adventurer! |
[3.0; 4.0[ | | Hello {name}! |
[4.0; +oo[ | | Dear Friend! Glad you came! |
The frequency is initially 0 for each shop and is only used by the welcome message.
It's reset when the character enters the shop with a friendship >= 1.0 after 30 days without visiting it.
It's increased:
- When entering (even if closed or if the character is shut-out for drunkness or low friendship).
- After a bargain.
- After the wares list.
Wares List
Wares have 4 intrinsic properties: quality, color, fabric and type. They are used to determine the following properties:
Property | Formula |
Ware base price | (quality base price + color base price + fabric base price) * type price factor |
Weight | fabric weight * type weight (quality and color are not used) |
Dapper value (?) | quality dapper value * fabric dapper value * type dapper value (color is not used) |
Warmth | quality warmth * fabric warmth * type warmth (color is not used) |
Waterproofness (?) | quality waterproofness * fabric waterproofness * type waterproofness< (color is not used) |
Every hour, when the characters enters the shop, 6 distinct wares are randomly chosen. Each intrinsic property has equal probability to appear except for the quality: cheap and simple have 25% each and fine 50%.
| Base price (in coppers) | Weight | Dapper value (?) | Warmth | Water- proofness (?) |
Quality |
Cheap | 75 | | 1 | 1 | 1 |
Simple | 100 | | 1 | 1 | 1 |
Fine | 200 | | 2 | 2 | 2 |
Color |
Gray | 0 | | | | |
Green | 25 | | | | |
Gold | 150 | | | | |
Orange | 50 | | | | |
Red | 25 | | | | |
Silver | 75 | | | | |
Black | 100 | | | | |
Brown | 0 | | | | |
White | 0 | | | | |
Purple | 50 | | | | |
Plaid | 50 | | | | |
Yellow | 25 | | | | |
Blue | 0 | | | | |
Pink | 25 | | | | |
Striped | 0 | | | | |
Maroon | 50 | | | | |
Fabric |
(Not specified) | 0 | 2 | 1 | 1 | 1 |
Linen | 50 | 2 | 1 | 1 | 1 |
Wool | 100 | 3 | 2 | 2 | 2 |
Silk | 500 | 1 | 3 | 1 | 1 |
Cotton | 200 | 2 | 1 | 1 | 1 |
Satin | 500 | 1 | 1 | 1 | 1 |
Fur-lined | 900 | 4 | 2 | 3 | 2 |
Dragonskin | 1700 | 4 | 3 | 2 | 3 |
Type | Price factor | |
a Jerkin | 30 % | 3 | 0 | 7 | 8 |
a Breechcloth | 5 % | 1 | -1 | 2 | 2 |
a Toga | 10 % | 4 | 2 | 12 | 18 |
a Robe | 100 % | 4 | 2 | 20 | 18 |
a Cloak | 40 % | 5 | 2 | 30 | 18 |
a Vest | 40 % | 2 | 4 | 4 | 4 |
a Hat | 10 % | 1 | 3 | 3 | 5 |
some Pants | 20 % | 3 | 1 | 9 | 8 |
a Shirt | 20 % | 2 | 1 | 7 | 8 |
a Dress | 200 % | 4 | 2 | 12 | 15 |
a Blouse | 30 % | 2 | 1 | 7 | 8 |
a Skirt | 30 % | 3 | 1 | 7 | 8 |
some Socks | 5 % | 0 | 0 | 1 | 1 |
a Scarf | 10 % | 1 | 0 | 3 | 2 |
a Tie | 5 % | 0 | 4 | 0 | 0 |
a Raincoat | 30 % | 4 | 0 | 12 | 30 |
A last property depends on the shop. This is a factor applied to the ware warmth and waterproofness:
Shop | Factor |
Smiley's Shop | 0.50 |
Honest Trader | 0.00 |
Adventurer's Outfitters | 0.75 |
Warrior's Supplies | 0.75 |
General Store | 0.75 |
Exclusive Outfitters | 0.50 |
Rocky's Emporium | 0.00 |
Best Bargain Store | 0.00 |
Special Imports Store | 0.50 |
Betelgeuse Sales | 0.75 |
Merchant's Grotto | 0.50 |
Sunset Market | 0.00 |
Pauline's Emporium | 0.00 |
Da Place! | 0.00 |
Trade Winds | 0.00 |
? | 0.75 |
Unfortunately, a bug when accessing the array gives a factor depending on the ware quality (and not the shop):
Ware quality | Factor |
Cheap | 0.50 |
Simple | 0.00 |
Fine | 0.75 |
Anyway, even if the bug wasn't there, it's strange that almost half of the shops have a null factor.
The final values for the ware warmth and waterproofness are:
- Final ware warmth = ware factor * 0.5 * ware warmth
- Final ware waterproofness = ware factor * ware waterproofness
Remarks:
- See Metabolism - Warmth for more details on character warmth.
- It seems that waterproofness is not used in the City.
- A compass can be bought for 50 coppers when leaving the shop.
Bargaining
Each shopkeeper uses a minimum and initial factor to compute the minimum and initial price:
- minimum price = base price * minimum factor
- initial price = base price * initial factor
Shop | Price factor |
Minimum | Initial |
Smiley's Shop | 1.00 | 1.53 |
Honest Trader | 1.10 | 1.75 |
Adventurer's Outfitters | 0.95 | 1.35 |
Warrior's Supplies | 0.80 | 1.10 |
General Store | 0.90 | 1.29 |
Exclusive Outfitters | 1.10 | 1.85 |
Rocky's Emporium | 1.00 | 1.53 |
Best Bargain Store | 1.10 | 1.85 |
Special Imports Store | 0.90 | 1.55 |
Betelgeuse Sales | 0.90 | 1.43 |
Merchant's Grotto | 1.00 | 1.64 |
Sunset Market | 1.00 | 1.53 |
Pauline's Emporium | 0.95 | 1.35 |
Da Place! | 0.82 | 1.12 |
Trade Winds | 0.95 | 1.70 |
See Smithies - Bargaining for more details on the bargaining sequence.
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