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Shops

Shop Establishment
  1. Acceptance

    Several checks are done when the character enters the shop and as long as he is inside:

    • Opening hours:
      ShopOpening Hours
      Smiley's Shop08h to 20h
      Honest Trader08h to 21h
      Adventurer's Outfitters08h to 19h
      Warrior's Supplies05h to 17h
      General Store05h to 23h
      Exclusive Outfitters10h to 15h
      Rocky's Emporium09h to 17h
      Best Bargain Store09h to 21h
      Special Imports Store10h to 14h
      Betelgeuse Sales03h to 22h
      Merchant's Grotto04h to 19h
      Sunset Market09h to 19h
      Pauline's Emporium11h to 16h
      Da Place!08h to 17h
      Trade Winds08h 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.

  2. Friendship

    Initially 2.0 for each shop.

    When the character enters the shop after 30 days without visiting it, the friendship may be updated:

    FriendshipResult
    [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.
  3. Welcome Message

    The welcome message is determined by the friendship and frequency:

    FriendshipFrequencyMessage
    [1.0; 2.0[ What do you want, twit!
    [2.0; 3.0[1 or 2Welcome Stranger!
    > 2Welcome 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.
  4. Wares List

    Wares have 4 intrinsic properties: quality, color, fabric and type. They are used to determine the following properties:

    PropertyFormula
    Ware base price(quality base price + color base price + fabric base price) * type price factor
    Weightfabric weight * type weight
    (quality and color are not used)
    Dapper value (?)quality dapper value * fabric dapper value * type dapper value
    (color is not used)
    Warmthquality 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)
    WeightDapper
    value (?)
    WarmthWater-
    proofness (?)
    Quality
    Cheap75 111
    Simple100 111
    Fine200 222
    Color
    Gray0    
    Green25    
    Gold150    
    Orange50    
    Red25    
    Silver75    
    Black100    
    Brown0    
    White0    
    Purple50    
    Plaid50    
    Yellow25    
    Blue0    
    Pink25    
    Striped0    
    Maroon50    
    Fabric
    (Not specified)02111
    Linen502111
    Wool1003222
    Silk5001311
    Cotton2002111
    Satin5001111
    Fur-lined9004232
    Dragonskin17004323
    TypePrice factor 
    a Jerkin30 %3078
    a Breechcloth5 %1-122
    a Toga10 %421218
    a Robe100 %422018
    a Cloak40 %523018
    a Vest40 %2444
    a Hat10 %1335
    some Pants20 %3198
    a Shirt20 %2178
    a Dress200 %421215
    a Blouse30 %2178
    a Skirt30 %3178
    some Socks5 %0011
    a Scarf10 %1032
    a Tie5 %0400
    a Raincoat30 %401230

    A last property depends on the shop. This is a factor applied to the ware warmth and waterproofness:

    ShopFactor
    Smiley's Shop0.50
    Honest Trader0.00
    Adventurer's Outfitters0.75
    Warrior's Supplies0.75
    General Store0.75
    Exclusive Outfitters0.50
    Rocky's Emporium0.00
    Best Bargain Store0.00
    Special Imports Store0.50
    Betelgeuse Sales0.75
    Merchant's Grotto0.50
    Sunset Market0.00
    Pauline's Emporium0.00
    Da Place!0.00
    Trade Winds0.00
    ?0.75

    Unfortunately, a bug when accessing the array gives a factor depending on the ware quality (and not the shop):

    Ware qualityFactor
    Cheap0.50
    Simple0.00
    Fine0.75

    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.
  5. 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
    ShopPrice factor
    MinimumInitial
    Smiley's Shop1.001.53
    Honest Trader1.101.75
    Adventurer's Outfitters0.951.35
    Warrior's Supplies0.801.10
    General Store0.901.29
    Exclusive Outfitters1.101.85
    Rocky's Emporium1.001.53
    Best Bargain Store1.101.85
    Special Imports Store0.901.55
    Betelgeuse Sales0.901.43
    Merchant's Grotto1.001.64
    Sunset Market1.001.53
    Pauline's Emporium0.951.35
    Da Place!0.821.12
    Trade Winds0.951.70

    See Smithies - Bargaining for more details on the bargaining sequence.

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