On 8/17/05, Brendan Lally <[EMAIL PROTECTED]> wrote:
> On 8/17/05, Mark Wedel <[EMAIL PROTECTED]> wrote:

> >   It wouldn't be hard to set up a table of that mapping.  The defines aren't
> > really good names anyway.
> 
> I could set up a table, but I am loath to simply duplicate the
> existing list, for the sake of a name. (maybe if there was somewhere
> that there is a clear advantage to doing that, that it would remove
> lots of cruft, but the clostest I can think of to that off-hand is
> need_identify()...)

I have looked at this again, and the thing I have done is include the
ID skill in the table, this has three effects
1) the price approximations can be improved based on the skill that
the player has in the specialised skills
2) the identify code can be made simpler and more obvious (the table
showing the skill(s) that can be used to identify the items is all
that would need to be changed, and a loop would deal with all of them
rather than having a case statement for each skill)
3) (this would've been doable anyway, but it didn't occur to me at the
time) maps could specify the item types by name, as could archs
(whether archs /should/ be allowed to do that is another matter).

also with reference to the shop description point, it seems to me that
the best way to do this is to make the description of the shop be the
output from use_skill bargaining, that way it is an in-game device,
rather than something external to it.

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