====== The shops ======
The in-game shops are used as a means to be able to sell/buy different items from an NPC, be it an equipe'able item or a teleport pact. Families or certain services(apartment, guild hall, food of the frames) are also a part of this.
To create a shop, you need to create a non-player character(it will be a ".creature" but may be something inanimate, a simple distributor), so an npc_bot in the [[:tag:computers:ryzom_core:datasheet:Primitives:start|primitive]] <-- Needs creation!! ...and to manage it:
''Npc_manager>npc_folder>npc_zone>npc_group>npc_bot'' (optional, just to sort/group).
It would be interesting to test the parenting of certain parameters at the "bot_chat_parameters" level of the npc_group.
The aliases presented are based on the world of Atys, used by Winch Gate and the game Ryzom. They must therefore be adapted to your own project. [[#codes_products|product codes]] are hard coded, however. One is therefore obliged to follow it.
It would seem that specifying a nationality to the merchant involves:
* A price impact on its reputation with that nation;
* A minimal fame(0 apparently) necessary to be able to make purchases there.
* The [[categories|original categories]] <-- Needs creation!! ..may be modifiable or perhaps it is possible to add them, but that remains to be determined. (Search cpp to see links/calls)
All this needs to be tested/verified!!
===== The NPC =====
In the 'chat_parameters' box:
Shop:
Then either detailed information or product codes, or one or more aliases defined in /server/data_shard/shop_category.cfg
===== Detailed information =====
We can simply indicate the type of shop by three choices: STATIC_SHOP, DYNAMIC_SHOP or STATIC_DYNAMIC_SHOP ([[#type_de_la_boutique|see below]]), then the list of "objects"(that are to be sold) follows:
item: itarmor.sitem 50 100
Item: itarmor.sitem 100 500
Item: itarmor.sitem 150 1000
Item: itarmor.sitem 200 5000
Item: itarmor.sitem 250 10000
Therefore to list an 'item:', you call the information from datasheets(of the .sitem) for sale.. then their level.. and you finish of with their price.
===== Product codes =====
There is a number of codes that allow you to "directly call" a list of consistent products. They should be(apparently) indicated in a specific order so that all parameters can be taken into account.
==== Special products ====
* **no_bot_chat** : To be determined
* **missions** : To be determined
* **guild_creator**: guild creation
* **characteristics_seller**: Characteristics trainer
* **harvest_action**: harvest trainer
* **craft_action**: craft trainer
* **magic_action**: magic trainer
* **fight_action**: combat trainer
==== Level ====
The level part is indicated as: "Limited to 20 different levels"
* L1
* L10
* L20
* L50
* L100
* L150
* L200
* L250
* L300
==== Quality ====
The quality comes in 5 grades:
* Q20, energy from 0 to 20
* Q35, energy from 21 to 35
* Q50, energy from 36 to 50
* Q65, energy from 51 to 65
* Q80, energy from 66 to 80(and more).
==== Category ====
The category of objects(check if case sensitive)
* AmmoTool
* ANKLET
* ArmorTool
* AUTOLAUCH
* AUTOLAUNCH_AMMO
* AXE
* BOWPISTOL
* BOWPISTOL_AMMO
* BOWRIFLE
* BOWRIFLE_AMMO
* BRACELET
* BUCKLER
* DAGGER
* DIADEM
* EARING
* FOOD
* HAIR_FEMALE
* HAIR_MALE
* HAIRCOLOR_FEMALE
* HAIRCOLOR_MALE
* HEAVY_BOOTS
* HEAVY_GLOVES
* HEAVY_HELMET
* HEAVY_PANTS
* HEAVY_SLEEVES
* HEAVY_VEST
* JewelryTool
* JOB_ELEMENT
* LAUNCHER
* LAUNCHER_AMMO
* LIGHT_BOOTS
* LIGHT_GLOVES
* LIGHT_PANTS
* LIGHT_SLEEVES
* LIGHT_VEST
* MACE
* MAGICIAN_STAFF
* MEDIUM_BOOTS
* MEDIUM_GLOVES
* MEDIUM_PANTS
* MEDIUM_SLEEVES
* MEDIUM_VEST
* MEKTOUB_MOUNT_TICKET
* MEKTOUB_PACKER_TICKET
* MeleeWeaponTool
* PENDANT
* PIKE
* PISTOL
* PISTOL_AMMO
* RangeWeaponTool
* RIFLE
* RIFLE_AMMO
* RING
* SERVICE_STABLE
* SHEARS
* SHIELD
* SPEAR
* STAFF
* SWORD
* TATOO_FEMALE
* TATOO_MALE
* ToolMaker
* TWO_HAND_AXE
* TWO_HAND_MACE
* TWO_HAND_SWORD
==== Raw materials ====
Raw materials, grouped by use:
* **MPL**, A (Blade)
* **MPH**, B MpH (Hammer)
* **MPP**, C MpP (Point)
* **MPM**, D MpM (Shaft)
* **MPG**, E MpG (Grip)
* **MPC**, F MpC (Counterweight)
* **MPGA**, G MpGA (Trigger)
* **MPPE**, H MpPE (Firing pin)
* **MPCA**, I MpCA (Barrel)
* **MPE**, J MpE (Explosive)
* **MPEN**, K MpEN (Ammo jacket)
* **MPPR**, L MpPR (Ammo bullet)
* **MPCR**, M MpCR (Armor shell)
* **MPRI**, N MpRI (Armor interior coating)
* **MPRE**, O MpRE (Armor interieur stuffing)
* **MPAT**, P MpAT (Armor clip)
* **MPSU**, Q MpSU (Jewel stone support)
* **MPED**, R MpED (Jewel stone)
* **MPBT**, S MpBT (Blacksmith tool)
* **MPPES**,T MpPES (Pestle tool)
* **MPSH**, U MpSH (Sharpener tool)
* **MPTK**, V MpTK (Tunneling Knife)
* **MPJH**, W MpJH (Jewelry hammer)
* **MPCF**, X MpCF (Campfire)
* **MPVE**, Y MpVE (Clothes)
* **MPMF**, Z MpMF (Magic Focus)
==== Teleporting Pacts ====
Teleport Pacts:
* KAMI_TP
* KARAVAN_TP
==== Ecosystem ====
The ecosystem of the proposed products:
* CommonEcosystem
* Desert
* Forest
* Lacustrine
* Jungle
* Goo
* PrimaryRoot
==== Nation of origin ====
The origin of objects sold:
* Common
* Fyros
* Matis
* Tryker
* Zorai
* Karavan
* Tribe
* Refugee
==== Tools ====
Types of tools:
* CRAFTING_TOOL
* HARVEST_TOOL
* TAMING_TOOL
* TRAINING_TOOL
==== Type of shop ====
Type of shop:
* STATIC_SHOP, Sell NPC items only
* DYNAMIC_SHOP, Resends player objects only
* STATIC_DYNAMIC_SHOP, Sell both types of objects
===== Aliases =====
This value is already created, but it is possible to generate new ones based on the above elements. They can be applied as shown in the examples below.
==== Mounts ====
MOUNT: does not seem to have been filled although it is listed.
==== Groups of objects ====
These aliases make it possible to call a set of objects as defined in [[#category | the categories of items above]]
=== Armor sets ===
* **LARMOR**: LIGHT_BOOTS: LIGHT_GLOVES: LIGHT_PANTS: LIGHT_SLEEVES: LIGHT_VEST
* **MARMOR**: MEDIUM_BOOTS: MEDIUM_GLOVES: MEDIUM_PANTS: MEDIUM_SLEEVES: MEDIUM_VEST
* **HARMOR**: HEAVY_BOOTS: HEAVY_GLOVES: HEAVY_PANTS: HEAVY_SLEEVES: HEAVY_VEST: HEAVY_HELMET
* **LARMORSHIELD**: LIGHT_BOOTS: LIGHT_GLOVES: LIGHT_PANTS: LIGHT_SLEEVES: LIGHT_VEST: BUCKLER
* **MARMORSHIELD**: MEDIUM_BOOTS: MEDIUM_GLOVES: MEDIUM_PANTS: MEDIUM_SLEEVES: MEDIUM_VEST: BUCKLER: SHIELD
* **HARMORSHIELD**: HEAVY_BOOTS: HEAVY_GLOVES: HEAVY_PANTS: HEAVY_SLEEVES: HEAVY_VEST: HEAVY_HELMET: BUCKLER: SHIELD
=== Sets of arms ===
* **SHIELDS**: SHIELD: BUCKLER
* **MELEE_WEAPON**: DAGGER: SWORD: MACE: AXE: SPEAR: STAFF: TWO_HAND_SWORD: TWO_HAND_AXE: PIKE: TWO_HAND_MACE: MAGICIAN_STAFF:
* **MELEE: SHIELDS**: MELEE_WEAPON
* **MELEE_WEAPON_1H**: DAGGER: SWORD: MACE: AXE: SPEAR: STAFF
* **MELEE_WEAPON_2H**: TWO_HAND_SWORD: TWO_HAND_AXE: PIKE: TWO_HAND_MACE: MAGICIAN_STAFF
* **NEWBIELAND_WEAPON_MATIS**: DAGGER: SWORD: SPEAR : MAGICIAN_STAFF
* **NEWBIELAND_WEAPON_ZORAI**: DAGGER: STAFF: MACE : MAGICIAN_STAFF
* **NEWBIELAND_WEAPON_FYROS**: DAGGER: AXE: MACE : MAGICIAN_STAFF
* **NEWBIELAND_WEAPON_TRYKER**: DAGGER: STAFF: SWORD : MAGICIAN_STAFF,
* **MELEE_WEAPON_NEWBIELAND_ALL**: DAGGER: SWORD: MACE: AXE, NEW newbieland
* **MELEE_WEAPON_2H_NEWBIELAND_ALL**: TWO_HAND_SWORD: TWO_HAND_AXE: PIKE: TWO_HAND_MACE: MAGICIAN_STAFF"
* **AMMO**: BOWRIFLE_AMMO: PISTOL_AMMO: BOWPISTOL_AMMO: RIFLE_AMMO: AUTOLAUNCH_AMMO: LAUNCHER_AMMO"
* **RANGE_WEAPON**: BOWRIFLE: PISTOL: BOWPISTOL: RIFLE: AUTOLAUCH: LAUNCHER
* **RANGE**: RANGE_WEAPON: AMMO
* **RANGE_BOW**: RANGE_WEAPON: AMMO
* **RANGE_PISTOLRIFLE**: RANGE_WEAPON: AMMO
=== Tool Sets ===
* **CRAFTING_TOOL**: ArmorTool: AmmoTool: MeleeWeaponTool: RangeWeaponTool: JewelryTool: ToolMaker
* **HARVEST_TOOL**: SHEARS
* **TOOL**: CRAFTING_TOOL: HARVEST_TOOL
* **TOOLS_NOOB**: ArmorTool: AmmoTool: MeleeWeaponTool: RangeWeaponTool: JewelryTool : HARVEST_TOOL
=== Cosmetic Sets ===
* **HAIRDRESSING_MALE**: HAIR_MALE: HAIRCOLOR_MALE
* **HAIRDRESSING_FEMALE**: HAIR_FEMALE: HAIRCOLOR_FEMALE
=== Jewelery ===
* **JEWEL**: ANKLET: BRACELET: DIADEM: EARING: PENDANT: RING
==== Quality ====
* **QUALITY_A**: Q20
* **QUALITY_B**: Q35
* **QUALITY_C**: Q50
* **QUALITY_D**: Q65
* **QUALITY_E**: Q80
==== Levels ====
=== Silan ===
* **REFUGEE_LEVEL**: L1: QUALITY_A
* **NEWBIELAND_LEVEL**: L10: L20: L50: QUALITY_A
* **RM_NEWBIELAND_LEVEL**: L10: L20: L50: QUALITY_A
=== Villages ===
* **VILLAGE_LOW_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A
* **VILLAGE_MED_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A
* **VILLAGE_HIGH_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A,
* **VILLAGE_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A
* **RM_VILLAGE_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A
* **RM_VILLAGE_HIGH_LEVEL**: L10: L20: L50: L100: L150: L200: QUALITY_A
=== Cities ===
* **TOWN_LOW_LEVEL**: L10: L20: L50: L100: L150: L200: L250: L300: QUALITY_A
* **TOWN_HIGH_LEVEL**: L10: L20: L50: L100: L150: L200: L250: L300: QUALITY_A
* **RM_TOWN_LEVEL**: L10: L20: L50: L100: L150: L200: L250: L300: QUALITY_A
=== Tribus ===
* **TRIBE_LEVEL**: L10: L20: L50: L100: L150: L200: L250: L300: QUALITY_A
==== Regions of provenance ====
=== Armor ===
* **MATIS_LARMOR**: Matis: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **MATIS_MARMOR**: Matis: MARMORSHIELD: STATIC_DYNAMIC_SHOP
* **MATIS_HARMOR**: Matis: HARMORSHIELD: STATIC_DYNAMIC_SHOP
* **TRYKER_LARMOR**: Tryker: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **TRYKER_MARMOR**: Tryker: MARMORSHIELD: STATIC_DYNAMIC_SHOP
* **TRYKER_HARMOR**: Tryker: HARMORSHIELD: STATIC_DYNAMIC_SHOP
* **ZORAI_LARMOR**: Zorai: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **ZORAI_MARMOR**: Zorai: MARMORSHIELD: STATIC_DYNAMIC_SHOP
* **ZORAI_HARMOR**: Zorai: HARMORSHIELD: STATIC_DYNAMIC_SHOP
*
* **FYROS_LARMOR**: Fyros: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **FYROS_MARMOR**: Fyros: MARMORSHIELD: STATIC_DYNAMIC_SHOP
* **FYROS_HARMOR**: Fyros: HARMORSHIELD: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_LARMOR_MATIS**: NEWBIELAND_LEVEL: Matis: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_LARMOR_ZORAI**: NEWBIELAND_LEVEL: Zorai: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_LARMOR_FYROS**: NEWBIELAND_LEVEL: Fyros: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_LARMOR_TRYKER**: NEWBIELAND_LEVEL: Tryker: LARMORSHIELD: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_MARMOR**: NEWBIELAND_LEVEL: MARMORSHIELD: DYNAMIC_SHOP
* **NEWBIELAND_HARMOR**: NEWBIELAND_LEVEL: HARMORSHIELD: DYNAMIC_SHOP
* **NEWBIELAND_LARMOR_ALL**: NEWBIELAND_LEVEL: LARMOR: DYNAMIC_SHOP
* **NEWBIELAND_MARMOR_ALL**: NEWBIELAND_LEVEL: MARMOR: DYNAMIC_SHOP
=== Weapons ===
* **MATIS_MELEE**: Common : Matis: MELEE: STATIC_DYNAMIC_SHOP
* **FYROS_MELEE**: Common : Fyros: MELEE: STATIC_DYNAMIC_SHOP
* **ZORAI_MELEE**: Common : Zorai: MELEE: STATIC_DYNAMIC_SHOP
* **TRYKER_MELEE**: Common : Tryker: MELEE: STATIC_DYNAMIC_SHOP
* **MATIS_MELEE_WEAPON_1H**: Common : Matis : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **FYROS_MELEE_WEAPON_1H**: Common : Fyros : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **ZORAI_MELEE_WEAPON_1H**: Common : Zorai : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **TRYKER_MELEE_WEAPON_1H**: Common : Tryker : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **MATIS_MELEE_WEAPON_2H**: Common : Matis : MELEE_WEAPON_2H: STATIC_DYNAMIC_SHOP
* **FYROS_MELEE_WEAPON_2H**: Common : Fyros : MELEE_WEAPON_2H: STATIC_DYNAMIC_SHOP
* **ZORAI_MELEE_WEAPON_2H**: Common : Zorai : MELEE_WEAPON_2H: STATIC_DYNAMIC_SHOP
* **TRYKER_MELEE_WEAPON_2H**: Common : Tryker : MELEE_WEAPON_2H: STATIC_DYNAMIC_SHOP
* **MATIS_NEWBIELAND_WEAPON_MATIS**: NEWBIELAND_LEVEL: Common : Matis : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **FYROS_NEWBIELAND_WEAPON_FYROS**: NEWBIELAND_LEVEL: Common : Fyros : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **ZORAI_NEWBIELAND_WEAPON_ZORAI**: NEWBIELAND_LEVEL: Common : Zorai : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP
* **TRYKER_NEWBIELAND_WEAPON_TRYKER**: NEWBIELAND_LEVEL: Common : Tryker : MELEE_WEAPON_1H: STATIC_DYNAMIC_SHOP"
* **NEWBIELAND_MELEE_WEAPON_2H**: NEWBIELAND_LEVEL: MELEE_WEAPON_2H: DYNAMIC_SHOP
* **NEWBIELAND_RANGE_WEAPON**: NEWBIELAND_LEVEL: RANGE: DYNAMIC_SHOP
* **NEWBIELAND_WEAPON_ALL**: NEWBIELAND_LEVEL: MELEE_WEAPON_NEWBIELAND_ALL: STATIC_DYNAMIC_SHOP
* **MELEE_WEAPON_2H_NEWBIELAND**: NEWBIELAND_LEVEL: MELEE_WEAPON_2H_NEWBIELAND_ALL: DYNAMIC_SHOP
* **MATIS_RANGE**: Common : Matis : RANGE: STATIC_DYNAMIC_SHOP
* **FYROS_RANGE**: Common : Fyros : RANGE: STATIC_DYNAMIC_SHOP
* **ZORAI_RANGE**: Common : Zorai : RANGE: STATIC_DYNAMIC_SHOP
* **TRYKER_RANGE**: Common : Tryker : RANGE: STATIC_DYNAMIC_SHOP
* **MATIS_RANGE_BOW**: Common : Matis : RANGE_BOW: STATIC_DYNAMIC_SHOP
* **FYROS_RANGE_BOW**: Common : Fyros : RANGE_BOW: STATIC_DYNAMIC_SHOP
* **ZORAI_RANGE_BOW**: Common : Zorai : RANGE_BOW: STATIC_DYNAMIC_SHOP
* **TRYKER_RANGE_BOW**: Common : Tryker : RANGE_BOW: STATIC_DYNAMIC_SHOP
* **MATIS_RANGE_PISTOLRIFLE**: Common : Matis : RANGE_PISTOLRIFLE: STATIC_DYNAMIC_SHOP
* **FYROS_RANGE_PISTOLRIFLE**: Common : Fyros : RANGE_PISTOLRIFLE: STATIC_DYNAMIC_SHOP
* **ZORAI_RANGE_PISTOLRIFLE**: Common : Zorai : RANGE_PISTOLRIFLE: STATIC_DYNAMIC_SHOP
* **TRYKER_RANGE_PISTOLRIFLE**: Common : Tryker : RANGE_PISTOLRIFLE: STATIC_DYNAMIC_SHOP
=== Tools ===
* **COMMON_TOOL**: Common : TOOL: STATIC_DYNAMIC_SHOP
* **NEWBIELAND_TOOL**: Common : TOOLS_NOOB: STATIC_DYNAMIC_SHOP
=== Trade components ===
* **COMMON_JOB**: Common : JOB_ELEMENT: STATIC_DYNAMIC_SHOP
=== Jewelery ===
* **MATIS_JEWEL**: Matis: JEWEL: DYNAMIC_SHOP
* **TRYKER_JEWEL**: Tryker: JEWEL: DYNAMIC_SHOP
* **ZORAI_JEWEL**: Zorai: JEWEL: DYNAMIC_SHOP
* **FYROS_JEWEL**: Fyros: JEWEL: DYNAMIC_SHOP
* **MATIS_NEWBIELAND_JEWEL**:MATIS_JEWEL:NEWBIELAND_LEVEL
* **TRYKER_NEWBIELAND_JEWEL**:TRYKER_JEWEL:NEWBIELAND_LEVEL
* **ZORAI_NEWBIELAND_JEWEL**:ZORAI_JEWEL:NEWBIELAND_LEVEL
* **FYROS_NEWBIELAND_JEWEL**:FYROS_JEWEL:NEWBIELAND_LEVEL
* **NEWBIELAND_JEWEL_ALL**: NEWBIELAND_LEVEL: JEWEL: DYNAMIC_SHOP
=== Cosmetics ===
* **MATIS_HAIRDRESSING_MALE**: Matis: HAIRDRESSING_MALE: STATIC_SHOP
* **MATIS_HAIRDRESSING_FEMALE**: Matis: HAIRDRESSING_FEMALE: STATIC_SHOP
* **MATIS_TATOO_MALE**: Matis: TATOO_MALE: STATIC_SHOP
* **MATIS_TATOO_FEMALE**: Matis: TATOO_FEMALE: STATIC_SHOP,
* **TRYKER_HAIRDRESSING_MALE**: Tryker: HAIRDRESSING_MALE: STATIC_SHOP
* **TRYKER_HAIRDRESSING_FEMALE**: Tryker: HAIRDRESSING_FEMALE: STATIC_SHOP
* **TRYKER_TATOO_MALE**: Tryker: TATOO_MALE: STATIC_SHOP
* **TRYKER_TATOO_FEMALE**: Tryker: TATOO_FEMALE: STATIC_SHOP
* **ZORAI_HAIRDRESSING_MALE**: Zorai: HAIRDRESSING_MALE: STATIC_SHOP
* **ZORAI_HAIRDRESSING_FEMALE**: Zorai: HAIRDRESSING_FEMALE: STATIC_SHOP
* **ZORAI_TATOO_MALE**: Zorai: TATOO_MALE: STATIC_SHOP
* **ZORAI_TATOO_FEMALE**: Zorai: TATOO_FEMALE: STATIC_SHOP
* **FYROS_HAIRDRESSING_MALE**: Fyros: HAIRDRESSING_MALE: STATIC_SHOP
* **FYROS_HAIRDRESSING_FEMALE**: Fyros: HAIRDRESSING_FEMALE: STATIC_SHOP
* **FYROS_TATOO_MALE**: Fyros: TATOO_MALE: STATIC_SHOP
* **FYROS_TATOO_FEMALE**: Fyros: TATOO_FEMALE: STATIC_SHOP
==== Raw materials by object type ====
* **RM_ITEM_PART_MELEE**: MPL: MPH: MPP: MPM: MPG: MPC: MPMF: STATIC_DYNAMIC_SHOP
* **RM_ITEM_PART_RANGE**: MPGA: MPPE: MPCA: MPM: MPE: MPEN: MPPR: STATIC_DYNAMIC_SHOP,
* **RM_ITEM_PART_ARMOR**: MPCR: MPRI: MPRE: MPAT: MPVE: STATIC_DYNAMIC_SHOP
* **RM_ITEM_PART_JEWEL**: MPSU: MPED: STATIC_DYNAMIC_SHOP
* **RM_ITEM_PART_MAGIC_FOCUS**: MPMF: STATIC_DYNAMIC_SHOP
* **RM_ITEM_PART_CLOTH: MPVE**: STATIC_DYNAMIC_SHOP
* **RM_ITEM_PART_TOOLS**: MPBT: MPPES: MPSH: MPTK: MPJH: MPCF: STATIC_DYNAMIC_SHOP
==== Raw materials by craft group ====
* **RM_CRAFTGROUP_AC**: MPL: MPP
* **RM_CRAFTGROUP_BF**: MPH: MPC
* **RM_CRAFTGROUP_RZ**: MPED: MPMF
* **RM_CRAFTGROUP_IM**: MPCA: MPCR
* **RM_CRAFTGROUP_HP**: MPPE: MPAT
* **RM_CRAFTGROUP_DL**: MPM: MPPR
* **RM_CRAFTGROUP_GQ**: MPGA: MPSU
* **RM_CRAFTGROUP_EY**: MPG: MPVE
* **RM_CRAFTGROUP_KN**: MPEN: MPRI
* **RM_CRAFTGROUP_JO**: MPE: MPRE
==== Completeness of raw materials ====
* **RM_ITEM_PART_SOLD**: MPL: MPP: MPH: MPC: MPED: MPMF: MPCA: MPCR: MPPE: MPAT: MPM: MPPR: MPGA: MPSU: MPG: MPVE: MPEN: MPRI: MPE: MPRE: STATIC_DYNAMIC_SHOP
==== Ecosystems ====
=== Forest ====
* **RM_FOREST_0**: Forest: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_FOREST_1**: Forest: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_FOREST_2**: Forest: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_FOREST_3**: Forest: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_FOREST_4**: Forest: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_FOREST_5**: Forest: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_FOREST_6**: Forest: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP
=== Jungle ===
* **RM_JUNGLE_0**: Jungle: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_1**: Jungle: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_2**: Jungle: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_3**: Jungle: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_4**: Jungle: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_5**: Jungle: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_JUNGLE_6**: Jungle: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP
=== Desert ===
* **RM_DESERT_0**: Desert: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_DESERT_1**: Desert: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_DESERT_2**: Desert: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_DESERT_3**: Desert: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_DESERT_4**: Desert: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_DESERT_5**: Desert: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_DESERT_6**: Desert: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP, not used in craft at this time
=== Lakes ===
* **RM_LAKE_0**: Lacustre: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_LAKE_1**: Lacustre: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_LAKE_2**: Lacustre: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_LAKE_3**: Lacustre: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_LAKE_4**: Lacustre: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_LAKE_5**: Lacustre: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_LAKE_6**: Lacustre: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP
=== Goo ===
* **RM_GOO_0**: Goo: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_GOO_1**: Goo: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_GOO_2**: Goo: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_GOO_3**: Goo: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_GOO_4**: Goo: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_GOO_5**: Goo: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_GOO_6**: Goo: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP
=== Root Rewards ===
* **RM_PRIMROOT_0**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_MELEE: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_1**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_RANGE: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_2**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_ARMOR: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_3**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_JEWEL: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_4**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_MAGIC_FOCUS: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_5**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_CLOTH: STATIC_DYNAMIC_SHOP
* **RM_PRIMROOT_6**: PrimaryRoot: CommonEcosystem: RM_ITEM_PART_TOOLS: STATIC_DYNAMIC_SHOP, not used in craft at this time
=== Stable objects ===
* **STABLE_BOY_MATIS**: Common: Matis: SERVICE_STABLE: FOOD: MEKTOUB_PACKER_TICKET: MEKTOUB_MOUNT_TICKET: STATIC_DYNAMIC_SHOP
* **STABLE_BOY_ZORAI**: Common: Zorai: SERVICE_STABLE: FOOD: MEKTOUB_PACKER_TICKET: MEKTOUB_MOUNT_TICKET: STATIC_DYNAMIC_SHOP
* **STABLE_BOY_FYROS**: Common: Fyros: SERVICE_STABLE: FOOD: MEKTOUB_PACKER_TICKET: MEKTOUB_MOUNT_TICKET: STATIC_DYNAMIC_SHOP
* **STABLE_BOY_TRYKER**: Common: Tryker: SERVICE_STABLE: FOOD: MEKTOUB_PACKER_TICKET: MEKTOUB_MOUNT_TICKET: STATIC_DYNAMIC_SHOP
=== Teleport Pacts ===
* **KAMI_TP_FOREST**: KAMI_TP: Forest
* **KAMI_TP_JUNGLE**: KAMI_TP: Jungle
* **KARAVAN_TP_FOREST**: KARAVAN_TP: Forest
* **KARAVAN_TP_JUNGLE**: KARAVAN_TP: Jungle
=== Trainers ===
* **FYROS_HARVEST_ACTION**: Common : Fyros: harvest_action
* **FYROS_CRAFT_ACTION**: Common : Fyros: craft_action
* **FYROS_MAGIC_ACTION**: Common : Fyros: magic_action
* **FYROS_FIGHT_ACTION**: Common : Fyros: fight_action
* **MATIS_HARVEST_ACTION**: Common : Matis: harvest_action
* **MATIS_CRAFT_ACTION**: Common : Matis: craft_action
* **MATIS_MAGIC_ACTION**: Common : Matis: magic_action
* **MATIS_FIGHT_ACTION**: Common : Matis: fight_action
* **TRYKER_HARVEST_ACTION**: Common: Tryker: harvest_action
* **TRYKER_CRAFT_ACTION**: Common :Tryker: craft_action
* **TRYKER_MAGIC_ACTION**: Common :Tryker: magic_action
* **TRYKER_FIGHT_ACTION**: Common :Tryker: fight_action
* **ZORAI_HARVEST_ACTION**: Common : Zorai: harvest_action
* **ZORAI_CRAFT_ACTION**: Common :Zorai: craft_action
* **ZORAI_MAGIC_ACTION**: Common :Zorai: magic_action
* **ZORAI_FIGHT_ACTION**: Common :Zorai: fight_action
{{tag>primitives world_editor PNJ}}