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README.txt
apothecary.cfg
art.cfg
atelier.cfg
beastmaster.cfg
books.cfg
fletcher.cfg
florist.cfg
pets.cfg
records.cfg
relics.cfg
tanner.cfg
tavern.cfg

README.txt

This folder contains the configuration files for villager shops. These are
generated in the SecretShops type secret rooms.

Shops have a single [shop] section and then one or more [tradeX] sections,
starting from [trade1], [trade2], etc. You can look in the existing trades
to help you create your own, and refer to the below information.

In the shop section, the following values should be set:

Name: This is the name of the shop, which will be displayed on signs.
      Maximum four words, which will appear one per line.
      Each shop keeper has a randomly generated name, you can use {{name}}
      (normal name) or {{name's}} (possessive version) to substitute this
      in to the shop name. e.g. "{{name's}} shop" becomes "Bob's shop"
     
profession_ID: ID number of the villager type. Also changes the colour
               scheme of the room.
            Farmer 0, Librarian 1, Priest 2, Blacksmith 3, Butcher 4, Nitwit 5
              
free_sample: Item to put in the shop sign. Also acts as a freebie for the
             discovering adventurer. Just use an item name, e.g. Wood Sword
            
You can have as many trade sections as you like. Trades contain the
following:

chance: Percentage chance this trade will appear. 100 will cause the trade
        to always generate
       
max_uses: The number of times this trade can be activated. This available
          trades will get refreshed when the villager levels up.
         
input: The input item. (What the player pays.) See format below.
input2: (optional) A secondary input item. Normally used for enchanting
        items etc. See format below.
output: The output item. (What the player receives) See format below.
limited: (optional) When True, this trade will never refresh. Use for
         items that should be very rare or unique.
        
Input/Output item format:

    Item Name[/Item Name/...][,Item Count][,Enchant Levels]

Examples:
    Emerald            # One Emerald
    Emerald,10         # Ten Emeralds
    Emerald/Diamond    # An Emerald or A Diamond
    Wooden Sword,1,10  # An enchanted sword

You can use anything you would normally put in a loot table.