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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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