Trading: Difference between revisions

392 bytes added ,  19:59, 27 June 2021
animals -> non-humanoids. sentence restructuring
imported>TinyTedDanson
(Added a notes section to clarify additional rules on trading mechanics.)
(animals -> non-humanoids. sentence restructuring)
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* Purchasing the last tradable item in a character's inventory will result in the trade screen exiting, becoming unavailable until they regain a tradable item. Bear this in mind if you're trying to offload plunder onto a common NPC, as emptying their inventory means they won't engage in any more trade.
* Purchasing the last tradable item in a character's inventory will result in the trade screen exiting, becoming unavailable until they regain a tradable item. Bear this in mind if you're trying to offload plunder onto a common NPC, as emptying their inventory means they won't engage in any more trade.
* Trade is possible through [[telepathy]] but only from within physical range. This allows players with [[glotrot]] to exchange goods without finding a cure, though it won't remedy the trading penalties it incurs.
* Trade is possible through [[telepathy]] but only from within physical range. This allows players with [[glotrot]] to exchange goods without finding a cure, though it won't remedy the trading penalties it incurs.
* While relatively rare it is possible to trade with animals, provided it has an item and can be communicated with.
* As long as communication is possible (a dialogue box appears, not whether they appear to understand) and they have an item in their inventory, anybody can be traded with, including non-humanoids.
** Young ivories, lurking beths, and baetyls cannot be traded with and cannot be given items. This is because they do not inherit from the game objects that come with the <code>Inventory</code> part; They are <code>Creature</code>, <code>MutatedFungus</code>, <code>MutatedPlant</code>, or <code>Table</code>.


[[Category:Mechanics]]
[[Category:Mechanics]]
{{Mechanics Navbox}}
{{Mechanics Navbox}}