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 );
}