Opened 10 years ago

Closed 8 years ago

#288 closed bug (fixed (in master))

General store too restrictive in buying habits.

Reported by: takkaria Owned by: MarbleDice
Milestone: 3.1.2 beta Keywords: stores
Cc:

Description

This requires rejigging the way the general store stocking is done generally.

Change History (8)

comment:1 Changed 10 years ago by takkaria

  • Milestone changed from 3.2.0 to 3.1.1

3.1.1 is the stores and money release.

comment:2 Changed 8 years ago by takkaria

  • Milestone changed from 3.1.1 beta to 3.2.0

comment:3 Changed 8 years ago by magnate

  • Keywords stores added

comment:4 Changed 8 years ago by MarbleDice

  • Owner set to MarbleDice
  • Status changed from new to assigned

[dc86455] (SVN r1819) allows the general store to buy food, lights, and any staple item. Is that what this ticket's about? I'm not sure...

comment:5 Changed 8 years ago by magnate

Looks fine to me, though I guess you'll need the final close from Takkaria. I *think* this ticket was opened before the general store stopped buying in the first place, but I'm not sure.

comment:6 Changed 8 years ago by MarbleDice

  • Resolution set to fixed
  • Status changed from assigned to closed

comment:7 Changed 8 years ago by MarbleDice

  • Milestone changed from 3.2.0 to 3.1.2 beta
  • Resolution fixed deleted
  • Status changed from closed to reopened

Lights need to be refueled or discarded to prevent the stock from filling up. Consider de-stocking as the other stores to cycle out egos and artifacts.

comment:8 Changed 8 years ago by MarbleDice

  • Resolution set to fixed
  • Status changed from reopened to closed

Fixed in [81faab7] (SVN r1866), which introduces the following behavior:

  • The general store will still accept lights, food, and any staple tval/sval.
  • Lights are recharged to their default values when sold to the store.
  • When the general store is maintained, each item in stock has a 30% chance of disappearing. Stacks may or may not disappear completely. Stock is then discarded until there are enough slots to generate staples, and then staples are generated.
  • Ammo for sale in shops disappears in a slightly different manner. There is a 50% chance the entire stack disappears, and a 50% chance the stack is reduced to a random multiple of 5 (including 0) according to a uniform distribution. Ammo stacks smaller than 10 always disappear completely.
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