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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. | ||
* | * 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}} |