====== 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}}