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Examine Item #

Posted: Mon Jun 20, 2011 2:48 pm
by Tyrrell
This might be something that would be a ridiculous hassle to code, I am totally code-allergic, so I don't know, but would it possible to make it so that in shops you can 'examine <item#> <shopkeepername>' instead of (or in addition to) 'examine <item name> <skname.'? In some shops with large inventories, there are multiple items with the same name, and so it becomes possible to do an examine check to make sure the item will fit you and then buy it... only to discover that you have examined and purchased two different items and the one you got does not fit you after all. If there is already a way to get around this and somebody could point me towards it, that would be awesome also. Thanks!

Re: Examine Item #

Posted: Tue Jun 21, 2011 9:33 am
by Raona
I like this idea too, and have tried to do this often enough!

If a few others chime in, I'll put it in as an enhancement request.

Re: Examine Item #

Posted: Tue Jun 21, 2011 10:15 am
by Lirith
This would be something that would benefit everyone, I think. Dapper Dave's list is a good example of where it would be very helpful.

Re: Examine Item #

Posted: Tue Jun 21, 2011 3:13 pm
by Adabelle
I agree!

Re: Examine Item #

Posted: Tue Jun 21, 2011 4:57 pm
by Keller
Voicing my support.

Re: Examine Item #

Posted: Tue Jun 21, 2011 5:23 pm
by Eltsac
Up for it too :)

Who hasn't tried that command already hoping it would work? ;)

El

Re: Examine Item #

Posted: Tue Jun 21, 2011 6:18 pm
by Siria
Oh yes I have tried that command..

Actually having it would be great. I mean, it's possible to buy stuff by number, being able to examine it like this would be awesome.

Re: Examine Item #

Posted: Tue Jun 21, 2011 10:48 pm
by Selveem
*votes in favor of*

Re: Examine Item #

Posted: Wed Jun 22, 2011 3:17 am
by Khelebhzed
We used to have a system like this. Was it not 'examine #.item <merchant>'?

Re: Examine Item #

Posted: Thu Jun 23, 2011 1:56 pm
by Raona
Khelebhzed wrote:We used to have a system like this. Was it not 'examine #.item <merchant>'?
EXAMINE <item> MERCHANT works, but not with the object identity modifiers. It used to, but stopped, and that is in the system as bug 933.

I added an enhancement request (996) asking for what was suggested above.

Re: Examine Item #

Posted: Thu Jul 14, 2011 7:28 pm
by Isolrem
While we are at it would it be possible to cast identify <item> <merchant> ? It feels pretty bad to have to buy it first to find out what something does.

Re: Examine Item #

Posted: Mon Jul 18, 2011 8:50 pm
by Tyrrell
If the above is possible, being able to use 'appraise' for objects before you buy would be really useful also.

Re: Examine Item #

Posted: Mon Jul 18, 2011 11:20 pm
by Bellayana
I second everyone's approval!

Re: Examine Item #

Posted: Wed Jul 20, 2011 10:46 am
by Raona
Added CAST IDENTIFY, APPRAISE, and COMPARE on items in a merchant's inventory as enhancement request 1000. Should these work on things held by a third party in general, or just a merchant?

Re: Examine Item #

Posted: Thu Jul 21, 2011 5:06 am
by Selveem
I doubt a normal adventurer is going to let a wizard stroll up on them any kind of way and just start casting spells on their armor/jewelry/weapons.

In fact, Selveem's attacked someone immediately when he thought they are casting an offensive spell at him. Granted, he felt he was being threatened, but still! I could see that response coming from a lot of magic-wary people when a wizard gets a little too close and begins casting something towards them (much less actually reaching out to touch their belongings, as identify requires touching the item).

The problem is that it's not a one-size-fits-all. Maybe a toggle request to avoid people casting identify at your items?
As you (Zorinar) reach out to touch a black bastard sword (item), Selveem (victim) steps approximately five feet from you.

Re: Examine Item #

Posted: Thu Jul 21, 2011 7:11 am
by Isolrem
Let's just get the basics implemented first. How is a wizard going to be able to know what's in a nonmerchant's inventory anyways? This would have to be a bard only thing.

Re: Examine Item #

Posted: Thu Jul 21, 2011 11:15 am
by Raona
I've already put in a request for CAST IDENTIFY on merchants - I just want to flesh it out before Mask gets to coding it and asks this question. (How he codes it will depend on the answer.)

If it works on PCs and non-merchant NPCs, it could be either a friend or foe action. A friend might ID a cursed item you can't remove, or just something you are holding that is too heavy for them to heft. A foe might ID whether you are worth knocking of to get that shiny trinket you are wearing, or to look for chinks in your "armour", so to speak.

The question really boils down to IC realism - canon doesn't spell out what access you have to have to an item in order to appraise/identify it. Should you be able to look at it inside and out, or could you generally tell by looking / casting at it from a distance?

Re: Examine Item #

Posted: Thu Jul 21, 2011 6:42 pm
by Bellayana
I think it would be great if we should be able to use this on players, and the opposing player could roll an alertness or spot check and if succeed they get a response echo of <adjective> is examining you closely.

Something like this perhaps?

Re: Examine Item #

Posted: Thu Jul 21, 2011 7:02 pm
by Adabelle
To Identify you need to hold the item. It makes sense that a merchant would allow a customer to do so. Not that Bob the barbarian would let some random wizard look at his bracer because they are curious.

Re: Examine Item #

Posted: Fri Jul 22, 2011 6:34 am
by Selveem
Adabelle wrote:To Identify you need to hold the item. It makes sense that a merchant would allow a customer to do so. Not that Bob the barbarian would let some random wizard look at his bracer because they are curious.
In 3.0-3.5, you don't need to hold the item to identify it. You just need to touch it. It can be worn by another person at the time and all you need to do is make contact after casting the spell.