.. _doc_npc_asset_vendor: Vendor Assets ============= **GUID** *32-digit hexadecimal*: Refer to :ref:`GUID ` documentation. **Type** *enum* (``Vendor``) **ID** *uint16*: Must be a unique identifier. Buying ------ Properties pertaining to items that the vendor is willing to buy from players. Vendors can set conditions for the items they are buying. These conditions are prefixed with ``Buying_#_``. For example, ``Buying_0_Conditions 1``. For more information, refer to the documentation for :ref:`Conditions ` and :ref:`Rewards ` respectively. **Buying** *byte*: Total number items being bought by the vendor. **Buying_#_ID** *uint16*: ID of item to buy from the player. **Buying_#_Cost** *uint32*: Amount of currency to pay the player. Defaults to experience points as the currency, unless the Currency property has been set. Selling ------- Properties pertaining to items or vehicles that the vendor is willing to sell to players. Vendors can set conditions for the items/vehicles they are selling. These conditions are prefixed with ``Selling_#_``. For example, ``Selling_0_Conditions 1``. For more information, refer to the documentation for :ref:`Conditions ` and :ref:`Rewards ` respectively. **Selling** *byte*: Total number of items/vehicles being sold by the vendor. **Selling_#_Type** *enum* (``Item``, ``Vehicle``): Type of asset being sold. **Selling_#_ID** *uint16*: ID of item/vehicle to sell to the player. **Selling_#_Cost** *uint32*: Amount of currency to pay the vendor. Defaults to experience points as the currency, unless the Currency property has been set. **Selling_#_Spawnpoint** *string*: Location to spawn the purchased vehicle, using the ID of a spawnpoint node as set in the level editor. For example, ``Liberator_Jet``. If an ID is not provided, the vehicle will spawn above the NPC. **Selling_#_PaintColor** *color*: If set, overrides color of purchased vehicle. Vehicle redirector asset's ``SpawnPaintColor`` and vehicle asset's ``DefaultPaintColors`` are bypassed. **Selling_#_Ammo** *byte*: Override for the amount of ammuntion that should be loaded in the item sold. **Selling_#_Barrel** *uint16*: Override for the barrel attachment that should be attached to the item sold. **Selling_#_Grip** *uint16*: Override for the grip attachment that should be attached to the item sold. **Selling_#_Magazine** *uint16*: Override for the magazine attachment that should be attached to the item sold. **Selling_#_Sight** *uint16*: Override for the sight attachment that should be attached to the item sold. **Selling_#_Tactical** *uint16*: Override for the tactical attachment that should be attached to the item sold. Other Properties ---------------- **Disable_Sorting** *flag*: Disable vendor sorting. **Currency** *string*: GUID of the :ref:`currency asset ` to use as currency instead of experience points. **FaceOverride** *byte*: Optional index of face image to use when this vendor is opened. Face is reset to character's default when unspecified or when a new message is opened. Localization ------------ **Name** *string*: Vendor name in user interfaces. **Description** :ref:`doc_data_richtext`: Vendor description in user interfaces. **Buying_#_Description** :ref:`doc_data_richtext`: If set, overrides item description shown in the vendor menu. I.e., how the vendor would describe the item rather than how the player would. **Selling_#_Description** :ref:`doc_data_richtext`: Same as **Buying_#_Description**.