That makes sense!
Thanks a lot.
I made a simple script for merchant character that respawns items.. Pretty much just coppied the original trader script
#include "_macros.fos"
#include "respawn_item.fos"
void _TraderInit( Critter& npc, bool firstTime )
{
	npc.StatBase[ ST_TALK_DISTANCE ]      = 5;
	npc.StatBase[ ST_MAX_TALKERS ]        = 6;
	npc.StatBase[ ST_REPLICATION_TIME ]   = 30;
	npc.SkillBase[ SK_BARTER ]            = 60;
	npc.ModeBase[ MODE_NO_ITEM_GARBAGER ] = 1;
	npc.ModeBase[ MODE_NO_BARTER ]        = 0;
	npc.ModeBase[ MODE_NO_DROP ]          = 1;
	npc.ModeBase[ MODE_NO_STEAL ]         = 1;
	npc.ModeBase[ MODE_NO_LOOT ]          = 1;
	npc.ModeBase[ MODE_NO_ENEMY_STACK ]   = 1;
	npc.SetEvent(CRITTER_EVENT_IDLE,"_TraderIdle");
	Log ("Critter init");
}
	
void _TraderIdle (Critter& npc)
{
	Item@[] items;
	npc.GetItems( SLOT_INV, items );
	DeleteItems( items ); // deletes all items in inventory
	npc.Wait (1000); // howmuch time before all of this happens
	npc.AddItem( PID_BEER, 1 ); //items that u get
	npc.AddItem( PID_CIGARETTES, 1 ) ;
	npc.AddItem( PID_JET, 4 );
}