📑MossMerchant
Configuration for the Moss Merchant NPC, which appears at scheduled times selling weapons with random options. The file contains 3 blocks, each starting with the block number (0 to 2) on its own line and ending with end.
Section 0 — appearance schedule and location
Year / Month / Day / DoW / Hour / Minute / Second
Number or *
Scheduled time for the Moss Merchant to appear. * = any value (cron-style schedule).
Location
Number matching a Location from Block 2
Which predefined location from Block 2 the NPC appears at for this schedule entry.
Section 1 — weapons sold and option chances
Index
Item number
The weapon sold by this entry.
Group
Number, groups weapons of the same category
Items within the same Group compete against each other during the random selection (see GambleRate). In the default file, each group contains one weapon category (swords/axes, staffs, bows, scepters, and sticks).
Option0
Number (table ID)
Controls the item's randomly selected enhancement level (+0 to +15) through a probability table defined in another file.
Option1 / Option2 / Option3
Number (table ID)
Control the item's three classic additional options (Luck, Skill, and the additional damage/defense percentage), each through the same probability table.
Option4
Number (table ID)
Controls the chance for the item to have Excellent options.
Option5
Number (table ID)
Controls the chance for the item to have Ancient/Set options.
Option6
Number (table ID)
Controls the chance for the item to have Socket options.
GambleRate
Number (weight)
Selection weight of this item within its Group. The higher its value relative to the other items in the same group, the more likely it is to be selected.
Section 2 — possible Moss Merchant locations
Location
Number identifying the location
Referenced by the Location column in Block 0.
Map
Map number
Map where the NPC appears.
MapX / MapY
Coordinates
Position where the NPC appears.
Direction
Number from 0 to 7
Direction the NPC faces.
Notes
The
Option0throughOption6columns do not define the item's final options. Instead, they are IDs that reference probability tables defined in another file (ItemOptionRate). Editing these values without knowing what each table ID represents may produce unexpected item option probabilities.GambleRateis a relative weight and is compared only against other items within the sameGroup. The values do not need to add up to 100, nor do they need to use the same scale across different groups.
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