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I'm playing on Hard and they do sell some crafting gear like Gauze, Electronics etc. But it's rare to find merchants that sell them.
Well I had a snoop around in the files. I think this relates to the probability of which items appear at which times. WobblerFace was correct about some items being excluded on Hard difficulty, though I am positive I have seen some crafting components on a select few traders.
sub Ammo(){
Set("Pistol_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(9);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}
Set("Rifle_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(10);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}
Set("Shotgun_Ammo", "whites_only", 2, 3)
{
MinStatusLevel(10);
Cycle("Hour", 12);
Limited(3);
ExcludeInDifficultyMode("Hard");
}
}
sub Healing_Items(){
Set("Medkits", "whites_only", 1)
{
MinStatusLevel(1);
Limited(2);
}
}
sub Miscellaneous(){
Set("Throwable_Decoy", "whites_only", 1, 3)
{
MinStatusLevel(1);
}
Set("Lockpicks", "whites_only", 0, 1)
{
MinStatusLevel(2);
}
}
sub Crafting_Materials(){
Set("Common_Craftparts", "shop_crafting_materials", 5, 8)
{
MinStatusLevel(1);
Limited();
ExcludeInDifficultyMode("Hard");
}
}
sub Crafting_Materials_Encounter_Shop(){
Set("Common_Craftparts", "encounter_shop_crafting_materials", 6, 6)
{
MinStatusLevel(1);
Limited();
}
-------
Removing "ExcludeInDifficultyMode("Hard") from the corresponding areas might make certain items available, but I think there's more to this that I haven't figured out just quite yet.
Edit: Well in this field, it refers to a configuration known as "use SalesPromotion();" - I assume that all items sold by this vendor use the predefined parameters within it. From what I gather, there are three possible sales status progressions:
Set("SalesPromotion_Start", "promotion_start", 1, 1)
Set("SalesPromotion_Bolter", "promotion_bolter", 1, 1)
sub SalesPromotionNight(){
But these parameters only seem to govern the time-frame, the pricing and the probability- I fail to make a correlation to how they affect items, as all the assortment sets don't appear to be categorized within them. It's rather confusing.
Assortment("Shop_Slums_Brecken") //SLUMS, at Brecken's 19th floor
{
Buy()
{
use Weapons();
use Weapons2H();
use Firearms();
use Ammo();
use Throwable_Weapons();
//use Healing_Items();
//use Miscellaneous();
use Crafting_Materials();
use Universal_Blueprints();
use ElementalBoost_Blueprints();
}
Sell()
{
use SalesPromotion();