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Vendor stock and money

How a vendor's stock, till and pockets work, and what each one refuses.

A vendor is a character with a vendor block. By default it sells without running out and pays without running dry. Everything below is opt-in; a vendor you don't configure behaves as it always did.

Three modes

Mode Set by What runs out
Bottomless (default) nothing nothing
Counted stock on a sell entry, till on the vendor the numbers you set, per session
Pockets tradesFromInventory: true the character's real items and coin

Counted

stock is a count on one sell entry. It drops as the player buys. At zero the vendor refuses that item outright: no partial sale, no payment taken.

restock refills it: quantity every everyTurns turns, up to max (default: the starting stock). till is the same for money: what the vendor can pay out in, optionally refilling.

The till moves both ways. It drops when they buy from the player and rises when the player buys from them, so a vendor you've cleaned out can be funded again by trading with them.

Pockets

tradesFromInventory: true drops the counters. What the character carries is the stock; their coin is the till. What they sell is what a pickpocket could lift and what their corpse would drop. Their starting items are the opening stock, and stock/till are ignored.

Guarantees

  • Unset isn't zero. No stock means untracked, not sold out.
  • No false promises. The narrator is told what's sold out and what the till can't cover before it writes the scene.
  • No half trades. No goods without payment, no payment without goods. A short sale is billed for what was actually handed over.
  • The clock runs everywhere. Every vendor restocks, not just the one in the room, and catches up over the turns that passed.

Aisles

Stock is grouped by each sell row's category, the vendor's own section for it. It stays flat when grouping says nothing new: fewer than two sections, or one item per section. Rows without a section go under Other, last. Two spellings make two aisles.

Mistakes

  • A till without the currency. A till lists what they can pay in. A currency not listed is one they can't pay in at all.
  • stock on a pocket vendor. Ignored. Give them starting items instead.
  • Counting stock where it doesn't matter. Players notice counts. Spend them where running out is a moment: the last antidote in a siege, three arrows before the smith reopens.