Shop Suggestions (Bulk)

Name dcss:brainstorm:item: custom shop
Summary Shop vaults with hardcoded inventories.
Further information Vault Design Reference Guide, especially Shop definition
Added by eronarn
Added on 2011-07-05 22:49

It's possible to define shop inventories in vaults. This can be used to enhance flavor. Add suggestions for new shops below.

Is it? I don't know how… tried to set up an example shop as I like the idea, but I can't. — dpeg 2011-07-06 01:10
For an example, see the third and fourth tutorial maps:
KFEAT:   S = general shop use_all ; \
         potion of healing | potion of heal wounds |  potion of heal wounds q:2 | \
         potion of might | wand of paralysis | ring mail | buckler ego:none | \
         ring of slaying | scroll of enchant weapon II
KFEAT:   S = distillery shop count:8 ; \
         potion of slowing | w:20 potion of confusion | potion of poison | potion of paralysis

I could have sworn it was documented somewhere, but I can't find anything. At the very least, due gives an example in his commit message for 01cb1e7c:

KFEAT:  s = general shop name:Test suffix:Parlour type:Armour_Shop use_all greed:138 ; any armour | any book | wand of fire
Results in a shop containing 1 item of armour, 1 book, and 1 wand of fire.

If the shop is tagged with use_all, one of each specified item is generated (though I guess there's an upper limit to the stock size). Otherwise, items will be picked randomly from the supplied list, respecting weights, until a predefined limit is met. The total number of items can be defined using the count parameter. If both use_all and count are used, and the latter specifies a number larger than the amount of items listed, more random items matching the shop type are added.
The feature name (shop type) must be valid and is used to, at minimum, decide the default tile, but will also affect the choice of random items and the shop name, if it hasn't been given. Currently, only names following the usual standard ”<name>'s <type> <suffix>” are supported, the pieces of which can be defined via the appropriate parameteres. A more in-depth explanation can be found in the shop_spec portion of mapdef.h. — jpeg 2011-10-02 22:58

Thanks for the test vault and the extra info. I'm not brave enough to start with vaults, but will leave a few shops on the page to use for whoever. — paplaukes 2011-10-03 20:44

List of Shops

Retired Dragonslayer

A shop surrounded by dragon skeletons and bloodstains. Sells dragon armor, dragon hides, dragonslaying weapons. Sometimes Wyrmbane, Dragon King, Mask of the Dragon, and so on.

Poisoner's Boutique / Serpentskin Sales / Assassin's Armory

Found in the sewers occasionally (say, 10% of the time, near the exit). Sells venom-themed items (blowguns, rods, books, potions, etc.), and sometimes Ring of Shadows, Ratskin Cloak, Assassin's Boots, and so on.

KFEAT:   v = general shop type:Serpentskin suffix:Sales count:5 ; \
         w:1 ring of shadows | w:1 assassins boots | w:1 staff of poison | \
         w:20 blowgun | w:30 potion of poison | w:20 missile ego:poisoned | \
         w:20 needle | w:3 ring of poison resistance | w:5 young poisoners handbook | \
         w:1 randbook disc:poison 

The Cave of Bargains / Rockin' Deals

From dpeg - sells stones, large rocks, Earth Magic books, stones of earth elementals. Perhaps CPM too? Other earthy or crystally items?

Drop-Dead Deals / The Morgue

Sells corpses, weighted towards powerful creatures. Can be fresh, rotten, or skeletal. May have necromancy books or other corpse-related stuff.

Mystic Forge

Sells randart weapons/armor only - no normal 'junk' stuff! Perhaps it could be placed near an Okawaru altar, and the randarts have Okawaru-related names? Or perhaps it could be placed near a flame cloud or lava (representing the forge).

Cheese Emporium

Has a great amount of cheese, maybe a ratskin cloak. Inside a tiny room that is filled with rats - and more spawn when you kill them, until you've offed a large number (larger than can fit in the room normally).

KFEAT:   t = food shop name:Ratz type:Cheese suffix:Factory count:9 ; \
         w:20 cheese | w:1 cloak unrand:ratskin_cloak

Wonderful Wards

Shields, defensive potions, and spellbooks based around shielding/resistance. No offensive items! Near an Elyvilon altar.

The Augmentation Station

Robe of Augmentation, rings (incl. randart) of base stat increase and sustain abilities, potions of agility/brilliance/might.

Wish Upon A Star

A shop with only scrolls of acquirement! Very expensively priced, naturally - has to be higher than the EV of gold acquirement.

A truly antique store

Has only unrands, preferably lore-associated ones. Guarded by an antique lich.

Fine Drinks

Guarded by vampires, surrounded by blood fountains. Sells blood potions, vampiric weapons, sometimes Leech.

Hide and Seek

Armour shop (normal or antique) specialising in animal skins and (troll/dragon) hides/armour, including artefacts.

The Eternal Flame

Fire-themed shop, selling fire-themed books, ?immolation, wands of flame/fire, ring of fire, flaming ego weapons, armour providing rF. Guarded by fiery monsters, surrounded by lava/fire clouds. (Sort of like a mini volcano, I guess.)

KFEAT:   v = general shop type:Eternal_Flame suffix:Boutique count:6 ; \
         w:2 ring of fire | any weapon ego:flaming | w:5 wand of fireball | \
         wand of flame | wand of fire | scroll of immolation | \
         w:2 ring of protection from fire | w:5 book of Flames | \
         w:5 book of Fire | randbook disc:fire | \
         plate mail ego:fire resistance | robe ego:fire resistance

Yeti's Snow Shoppe

As above, only for cold themed items (and similar to the icy cavern).

Skywards

An air themed shop, stocking air-themed spellbooks, amulets of flight, wands of lightning and rings/potions of levitation. Guarded by flying monsters, possibly surrounded by (rain/mist) clouds.

Gambler's Delight

An antique general store selling (presumably second-hand) decks of card, unidentified but cheap.

KFEAT:   s = antique armour shop type:Gambling count:8 ; \
         w:20 plain deck of destruction | w:20 plain deck of summoning | deck of escape | \
         w:1 deck of wonders | any deck | w:1 legendary deck 

The Realm of Chaos

A general store weighted heavily towards wands of random effects, potions of mutation, mutagenic artefacts, wands of polymorph, chaos weapons. Otherwise contains a random selection of items. If possible, artefacts should be named after Xom.

KFEAT:   w = general shop name:Xom type:Realm_of_Chaos suffix:Emporium count:7 ; \
         wand of random effects | wand of polymorph other | potion of mutation | \
         w:20 any weapon ego:chaos | acquire:xom | any

The Augury

A divination themed scroll shop, stocking a small selection of scrolls of (identify/detect curse/remove curse/magic mapping).

KFEAT:   u = scroll shop type:The_Augury suffix:Shoppe use_all ; \
         scroll of identify | scroll of detect curse | scroll of remove curse |\
         scroll of magic mapping | scroll of detect curse q:2 | \
         scroll of remove curse q:2

Storage Shop

Proposal is a new type of shop known as a Storage Shop. Shops are the only 100% guaranteed place where items will never be manipulated by anyone but the player. This is why it is a strategic choice to leave rare consumables (potions of cure mutation, food) unpurchased in a shop until needed. Storage Shops are intended to replace (or supplement) the concept of a cache, where players store their items for safety (currently Lair:2, Hell Vestibule, Ecumenical Temple, top of stairs on a prior level).

Acting like a non-traditional Storage Facility, players will “sell” their items to the shop, receiving 0 gold for doing so. They can then buy their belongings back for X gold at a later time (read: when needed). The value of X should be quite low, but could depend on item type or rarity. The repurchase value of X should be affected by the Bargain Card. The charge of X represents the cost to “keep the item safe from molestation”, and the value of X will be revealed to the player prior to making the choice to store their item(s).

Storage Shops could be found anywhere Shops are found, but should never replace reward shops, such as those found on Orc:4 or in a Bazaar. The location of a Storage Shop should preferably be near primary up/down stairs, as it is intended to be a convenient location for travel purposes. The intent of the Storage Shop is to create a gold consumer, reduce extraneous caches, and provide potential for player convenience.

Condescending much? While I personally agree with minmay that this suggestion is completely superseded by Temple, it is not in any way, shape, or form a “container”, meaning a carryable item that lets you circumvent the 52-item limit in some way. All he's suggesting are invulnerable stashes that cost a small amount of gold to use. Again, Temple already does this, but it is still definitely not a container. -IonFrigate
Hummm … I don't see how linking to a highly relevant wiki page is in any way condescending. A “container” can mean a chest lying on the ground just as easily as a bag or sack that you carry (there has already been a similar “won't do” statement specifically regarding chests, if chests are implemented they will only contain items, you can't use them as storage). Mechanically your proposal is identical to a container laying on the floor. “Selling items to shops” is also on the won't do. If you're posting on the dev wiki you really have to accept criticism graciously ;)
“Selling items to shops” is also on the won't do. Other arguments regarding stashing or containers aside, this comment reveals you didn't understand the proposal. The assumption is that “selling items” is a “won't do” because players would generate gold from doing so. That concern is addressed specifically in the above proposal: “selling” (rather, “leaving”) an item in the store does not provide the player with any benefit other than guaranteed late depth protection. — XuaXua 2012-03-23 16:10
Backtracking somewhat on my comments: I realise I did slightly misunderstand the OP. Additionally, my first response was under the impression that IonFrigate wrote the original proposal, and I was replying to the fact that he seemed personally offended! - this shows why you should always sign proposals ;)
So firstly, originally you propose that it costs money to buy back items. This means nobody will ever use the storage shop. Why waste gold when you can leave items on the floor for free?
Secondly, the “won't do” page doesn't specify anything about the nature of the transaction. It just says no selling to shops. It doesn't specify whether any gold has to change hands. I'm aware what the intention is with that particular “won't do”, but it is worded in a slightly more general way. Anyway that's still an entirely moot point; what you're describing is a container, even if it's one you have to pay to use.
Note: At some point I made a proposal on the Tavern for a mid-game “stash branch” and it was pretty much shot down for the same reason of “you don't have to stash anyway”. — mumra 2012-03-23 17:16
The second counter to your proposal is that you don't need to stash. Optimal play is just to leave stuff on the floor if you don't need it right now, or tucked away in the corner of the nearest room if you're really bothered about jellies. The time it takes to carry things to your stash and keep it organised isn't actually worth it vs. the time it takes to hit Ctrl-F and look for the thing you need vs. the miniscule chance of anything actually happening to that item. — mumra 2012-03-23 10:46
This already exists. It's called Temple. — minmay 2012-03-23 02:30
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dcss/brainstorm/dungeon/shop/custom_shop.txt · Last modified: 2012-03-23 17:23 by mumra
 
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