Robbing Shops
issueid=1124 07-17-2012 05:29 AM
Ancient Member
Number of reported issues by JellySlayer: 114
Robbing Shops

The game seems to produce somewhat strange and inconsistent effects when robbing stores. Might be intentional behaviour, but TB had mentioned that he was looking to close "loopholes and exploits" or something to that effect, so I figured this would be something at least worth having a look at.

Basically, when you rob a shop, there are six possible effects: Shopkeeper hostile; Town hostile; Curse; Doom; Alignment Shift Toward Chaotic; Summon Thugs. Depending on how you engage the shopkeeper will give different effects. From the Guidebook:

Code:
Action                            Alignment         Curse/Doom       Shopkeeper         Thugs             Villagers
-Teleport PC with unpaid items	  towards C         cursed           hostile	        summoned	  nonhostile
-Teleport Shoppie                 towards C         unknown          hostile	        summoned	  unknown
-Stun Ray, Paralyzation,          none              none             hostile	        none	          hostile towards shopkeeper
bolt spells, mindcraft 
while out of LOS or PC in 
Darkness
-Ventriloquism	                  none              none	     hostile	        none	          nonhostile
-Melee shopkeeper	          towards C         curse/doom       hostile	        summoned	  hostile
-Pick Pockets                     towards C         cursed	     hostile	        summoned	  nonhostile
-Unholy aura                      none              none             hostile            summoned          nonhostile
IMHO: The third and fourth ones should probably be tweaked a bit. I think having a method to rob shops without in any harmful effects, other than the hostile shopkeeper is a bit exploitable. These methods don't even trigger the platinum girdle, apparently.
Issue Details
Issue Number 1124
Project ADOM (Ancient Domains Of Mystery)
Category Unknown
Status Fixed
Priority Unknown
Affected Version Unknown
Fixed Version ADOM 1.2.0 pre 22
Milestone (none)
Users able to reproduce bug 1
Users unable to reproduce bug 0
Assigned Users (none)
Tags (none)




07-18-2012 01:20 AM
Ancient Member
Another method that is similar to 3 and 4 is having a companion kill the shopkeeper.

08-04-2012 04:47 PM
Senior Member
Regarding the case of having a companion kill the shopkeeper, the act of giving the command should be what affects things, rather than the attack itself - I'm assuming, here, that companions require verbal commands (on that point, can a mute PC give orders to companions and pets?), which would then be heard by the shopkeeper and villagers, and presumably by the gods (cursing, etc) and certainly would affect/reflect your mental bias (alignment).

By the way, can you create traps in shops? If so, what happens if you create an Alarm trap in a position that the shopkeeper might step on?

03-14-2014 06:46 PM
jt jt is offline
Administrator
Fixed: Ventriloquism

03-14-2014 10:30 PM
Ancient Member
Can we at least know *exactly* how the shopkeeper will now react when treated with ventriloquism?
I'd hate to see another ninja nerf and be surprised because there was no feedback about what was changed.

03-15-2014 04:33 PM
jt jt is offline
Administrator
The shopkeeper should react in a consistent way all the time: there is a routine called AlertShopKeeper() that handles how the shopkeeper reacts (all the things mentioned above, except villagers). It was introduced in some earlier prerelease.

This is now called too if you try ventriloquism on a shopkeeper.

Also the spells mentioned should already use it. The only thing still missing is how to handle the case if a companion is ordered to kill the shopkeeper.

04-21-2014 04:30 PM
The Creator
Fixed the final missing piece.

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