# Refresh Merchants
(0.0, 0, 24.0, [], [
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,120),
(reset_item_probabilities,100),(set_item_probability_in_merchandise,"itm_tools",700),
(troop_add_merchandise,"trp_zendar_merchant",itp_type_goods,num_merchandise_goods),
(reset_item_probabilities,100),(set_item_probability_in_merchandise,"itm_salt",700),
(troop_add_merchandise,"trp_salt_mine_merchant",itp_type_goods,num_merchandise_goods),
# Add trade goods to merchant inventories
(try_for_range,reg(2),towns_begin,towns_end),
(reset_item_probabilities,100),
(party_get_slot,reg(6),reg(2),slot_town_export_good),
(party_get_slot,reg(8),reg(2),slot_town_export_good_2),
(party_get_slot,reg(10),reg(2),slot_town_merchant),
(set_item_probability_in_merchandise,reg(6),700),
(set_item_probability_in_merchandise,reg(8),700),
(troop_add_merchandise,reg(10),itp_type_goods,num_merchandise_goods),
# (assign,"$pin_town",reg(2)),
# (call_script,"script_get_town_properties"),
# (assign,reg(3),4000000),
# (val_div,reg(3),"$pout_export_rate"),
# (val_div,reg(3),"$pout_export_rate"),
# (set_item_probability_in_merchandise,"$pout_export_good",700),
# (troop_add_merchandise,"$pout_trp_merchant",itp_type_goods,num_merchandise_goods),
(end_try,0),
# Add horsess to merchant inventories
(reset_item_probabilities,100),
(try_for_range,reg(2),goods_merchants_begin,goods_merchants_end),
(troop_add_merchandise,reg(2),itp_type_horse,8),
(troop_ensure_inventory_space,reg(2),merchant_inventory_space),
(store_troop_gold, reg(6),reg(2)),
(lt,reg(6),800),
(store_random,reg(8),100),
(val_add,reg(8),200),
(troop_add_gold,reg(2),reg(8)),
(end_try,0),
]),