Not sure this is the best or right place for the question/discussion but...
Mafia marks items as "no-sell". What is the basis for that characterization? I know, for example, that I have bought an item from the mall and had it appear marked as "no-sell" in the Recent Items display so there is more going on than just the ability to buy or sell the item.
Some items are clearly "no-sell" by KoL rules. They cannot be placed in the Mall. I believe new items discovered by mafia but not in the mafia's database are also marked "no-sell". I suspect there is some interaction between the no-sell tag and memento and junk item handling but since those are features I have not figured out how to use, I really don't know. I also seem to recall that some high value items are marked no-sell to prevent a player from inadvertently "mall selling" them. So what does it really mean when mafia marks an item as "no-sell"? Where are the characterizations stored (which data files?) in case different behavior is desired?
This leads to a related question. Does the ash function is_tradeable() take into account any of the mafia rules or is it strictly based on KoL's definition? Is the data source the game itself or a mafia data file?
For context, my current obsession in KoL is level grinding. ("There are 238 players more powerful than you"). My secondary obsession is my Display Case with the ultimate goal of amassing one of everything that I can get without ascending and is not in the "you had to be there" category. If there is more than one of an item in my DC it either means that I am collecting it and making a shot at a leader board or it cannot be sold. I am considering reorganizing my DC into three shelves: Collecting, Can't Sell and One of Everything Else but the expanded definition of "no-sell' makes this a little difficult to organize using the mafia GUI.
Finally, and I note that this is completely off topic, are there ash functions to manipulate items and shelves?
I envision a script that iterates through all items in the display case and moves them to specific shelves.
Thanks.
Mafia marks items as "no-sell". What is the basis for that characterization? I know, for example, that I have bought an item from the mall and had it appear marked as "no-sell" in the Recent Items display so there is more going on than just the ability to buy or sell the item.
Some items are clearly "no-sell" by KoL rules. They cannot be placed in the Mall. I believe new items discovered by mafia but not in the mafia's database are also marked "no-sell". I suspect there is some interaction between the no-sell tag and memento and junk item handling but since those are features I have not figured out how to use, I really don't know. I also seem to recall that some high value items are marked no-sell to prevent a player from inadvertently "mall selling" them. So what does it really mean when mafia marks an item as "no-sell"? Where are the characterizations stored (which data files?) in case different behavior is desired?
This leads to a related question. Does the ash function is_tradeable() take into account any of the mafia rules or is it strictly based on KoL's definition? Is the data source the game itself or a mafia data file?
For context, my current obsession in KoL is level grinding. ("There are 238 players more powerful than you"). My secondary obsession is my Display Case with the ultimate goal of amassing one of everything that I can get without ascending and is not in the "you had to be there" category. If there is more than one of an item in my DC it either means that I am collecting it and making a shot at a leader board or it cannot be sold. I am considering reorganizing my DC into three shelves: Collecting, Can't Sell and One of Everything Else but the expanded definition of "no-sell' makes this a little difficult to organize using the mafia GUI.
Finally, and I note that this is completely off topic, are there ash functions to manipulate items and shelves?
I envision a script that iterates through all items in the display case and moves them to specific shelves.
Code:
...
If (display_amount(item) == 1) then
Move to shelf "One of Everything Else"
else
If (is_tradeable(item)) then
Move to shelf "Collecting"
else
Move to shelf "Can't Sell"
endif
endif