All ideas tagged "new shop type"

Whenever a player dies, whether or not they leave bones, one random object should be selected from their inventory and have its object details written into a persistent file. When this file has some minimum amount of entries in it, subsequent games may generate a new shop type named “trading post” or “rag and bone shop”, which pulls its inventory from the objects in this file. The items could be labeled with the name of the player they came from, e.g. “potion of healing named left behind by Bob”.

There should be some “too strong” objects which aren’t eligible for this, including wands of wishing and quest artifacts (or all artifacts).

The items should be sold at a markup, which could be 2-3 times their ordinary cost or more like 10 times. Highly enchanted items (which are unlikely to be found in a regular store) could be sold with an additional markup.

Possibly, in order to minimize the player’s ability to steal the most valuable items, the shop floor should be small (around 3x3) and the shopkeeper should personally hold the highest-priced items, requiring you #chat to them to get the offers. To signal this, when you enter the shop, they say an additional message: “Ask me about special deals!”

It’s also possible to just have the occasional general store use this mechanic, or to use the “itinerant merchant” idea (#1635) as a dealer of the items.

A shop type, or occasional lower-level shop, that is guarded by a drawbridge over a 1-square moat rather than by a regular door.

  • While you are inside the shop and carrying unpaid items, the shopkeeper shuts the drawbridge, and reopens it once you are no longer carrying it.
  • If used to squash monsters, it should have a chance of breaking every time it squashes a monster so it can’t be used infinitely; however, if the shopkeeper is operating it and not you, you don’t get any experience points for the kill, but you do if you used magic to close it.
  • If you do cause the drawbridge to be broken (on your turn rather than on the monsters’ turn), the shopkeeper charges you for the cost of repairs even if they were the one operating it.

#4087

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vanilla

Tourists encounter a new shop, a gift shop, on dungeon level 1, possibly built around the entrance stairs. The gift shop stocks mostly useless items like fake Amulets of Yendor, juice and candy bars at high markups, plastic figurines of low-level monsters, and T-shirts (which are much less of a big deal to the Hawaiian-shirt-wearing tourist).

#3782

 · 
vanilla

Fast food shop, a type of comestible-containing shop in which no vegan food generates. All the food that does generate in the shop has a special flag set so that it is guaranteed to satiate you (or at least have its nutrition multiplied), gives you greasy fingers, and costs more than usual.

#3398

 · 
vanilla

A shop type which is one of those magical shops that you only see once and isn’t there when you go back, in which you can buy only one item. One possible implementation is that after buying an item, you are teleported out of the shop or even levelported to a nearby level, and then the shopkeeper and the rest of the items in the shop are removed, as well as possibly the entire room. There may be some need to prevent normal methods of theft from the shop. Alternatively, you could be permitted to buy multiple items, but the shop disappears after you leave.

New shop type “boutique”, which only generates in very small rooms (otherwise it’s converted to a general store) and sells not-very-useful items at highly inflated prices. Also, other sorts of shops that are suitably small and have no useful items in them may be converted to boutiques. They have unique level sounds, such as “You hear a watch ticking” and “You hear someone pouring a cup of coffee”.

#2169

 · 
vanilla

New shop type “thief shop”. Contains blindfolds, lockpicks, thiefstones (if implemented), rogue/pickpocket gloves (if implemented), cloaks and daggers. Something special should happen when you directly steal from a thief shop.

#2162

 · 
vanilla

New shop type “thrift shop”. Contains items priced at a steep discount but which aren’t very useful on their own. Examples include negatively enchanted or eroded (not necessarily cursed) weapons and armor, blank scrolls, magical tools with zero or one charges left.

#1315

 · 
vanilla

Custom-order shop: you pay up front for an item which is not there, and come back a certain (random maybe?) amount of turns later, when a mail daemon will deliver the item.

#1253

 · 
vanilla

Generalize health food stores into a special type of role-specific shop. This shop isn’t an actual shop; it signals the level generator to transform it into a different specific type of shop depending on the player’s role. The role-specific shops contain role-helpful items like health food does for Monks. They can be found randomly generated with probability around 5%. If a role doesn’t have a specific type of shop associated, the shop becomes a general store instead.

#686

 · 
SLEX

Shop type “psychedelicatessen”: contains some normal delicatessen food, but also hallucinogens and lots of drugs.

New store type “sushi restaurant”, which sells sea monster corpses, kelp fronds, various sushi rolls, and sushi mats, tools which allow you to combine kelp and sea monster corpses into higher-nutrition sushi rolls. Sushi rolls include kraken sushi, eel wrap, and shark tempura.