# Refresh Weapon sellers
(0.0, 0, 24.0, [], [
(reset_item_probabilities,100),
(set_merchandise_modifier_quality,0),#150
(try_for_range,reg(2),weapon_merchants_begin,weapon_merchants_end),
(store_sub, ":cur_town", reg2, weapon_merchants_begin),
(val_add, ":cur_town", towns_begin),
(party_get_slot, ":cur_faction", ":cur_town", slot_center_original_faction),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_one_handed_wpn,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_polearm,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_musket,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_pistol,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bullets,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_two_handed_wpn,3),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_bow,3),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_thrown,5),
(troop_add_merchandise_with_faction,reg(2), ":cur_faction",itp_type_arrows,2),
(troop_ensure_inventory_space,reg(2),merchant_inventory_space),
(troop_sort_inventory, reg(2)),
(store_troop_gold, reg(6),reg(2)),
(lt,reg(6),900),
(store_random_in_range,":new_gold",200,400),
(call_script, "script_troop_add_gold", reg(2), ":new_gold"),
(end_try,0),
]),