# Vendor stock and money

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.
