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[barman_generic_buy]
af_medusa = 0.3, 0.3
How much he will pay, or whether the trader will even buy the item. If commented out like = ;NO TRADE then he will not buy the item at all.
It is the percentage of the base cost of the item, found in the middle of the two figures.... so in my example it is 30%. If you used 1 and 0 it would be 50%.... 0 and 10, 500%. Don't ask me why they used that system rather than just one figure!!
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[supplies_start]
ammo_9x18_fmj = 5, 0.5
How many items the trader can have in stock, and the percentage chance of each item being in stock. So in this example the game will do a math.random calculation 5 seperate times, each time with a 50% chance of that item being in stock. The reason for this is solid, in the example above you could have 0 items or 5, but the chances are high that you will get something at least.
For weapons I often use 1 and a percentage loosely based on its rarity. So the FN2000 with the freedom trader is 1, 0.1, whereas the Abakan with duty trader is 1, 0.8.
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[barman_start_sell]
ammo_5.45x39_ap = 4, 4
Same as the first example, only this time, the price he charges you. So in this example he charge 400% for ammo.
One thing to remember, if you add items to his supplies, you also have to ensure he
can sell the item. If it is listed as ;NO TRADE in the sell section it does not matter how many are in stock, they will not show in the ui.