For the complete documentation index, see llms.txt. This page is also available as Markdown.

📑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

Column
Accepted Values
Description

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

Column
Accepted Values
Description

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

Column
Accepted Values
Description

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 Option0 through Option6 columns 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.

  • GambleRate is a relative weight and is compared only against other items within the same Group. The values do not need to add up to 100, nor do they need to use the same scale across different groups.

Last updated