just a wild thought: Examine on Merchants

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Gorwin
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just a wild thought: Examine on Merchants

Post by Gorwin » Tue Aug 28, 2012 10:00 pm

Just a wild thought, but would it be possible maybe to change how examine works on merchants. Could we maybe get it to where we could for example type exa 1 or whatever the number of the item is as it relates to it when you use list. Reasoning is, i know for me personally, I have a really hard time figuring out what keywords to use when the merchant is selling multiple items with very similar descriptors and keywords. And maybe for rooms with more then one merchant " Market of silverymoon" We can use exa 1 2.merch rather then hope you just get the right merchant. While there may already be tricks in place, they are not very well known.
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Casamir
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Re: just a wild thought

Post by Casamir » Tue Aug 28, 2012 10:04 pm

This used to be a thing even a few years ago actually, back when all items had the i keyword. Its a standing bug iirc. You could type 'examine 4.i merchant' and the fourth item on the list would be examined, and so on. Worked well for managing and manipulating all items actually, because the number system worked on inventories, on the grounds, etc as well, and the other commands such as looking, getting, dropping.
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Raona
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Re: just a wild thought

Post by Raona » Sun Sep 02, 2012 2:47 am

Yeah, merchant selection got broken again and hasn't made the priority cutoff for repair, though I love it. I think the helpfiles still suggest it works, I wrote some oddly named ones to give away the tricks. They still work generally, but not with merchants. Looking at item by # prefix is a long-standing suggestion, again, not making the cutoff as yet.
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