-- supply tables local trade_table = { { -- freedom, sid, skadovsk, freedom jupiter, bandit olivius [1] = { ["wpn_thompson_m1a1"] = 1, }, [2] = { ["wpn_thompson_1921"] = 1, }, }, } -- spawning guns local traders = { ["mar_base_owl_stalker_trader"] = { chance = 80, idx = 1 }, ["esc_main_base_trader_mlr"] = { chance = 80, idx = 1 }, ["jup_a6_freedom_trader_ashot"] = { chance = 80, idx = 1 }, ["zat_b30_owl_stalker_trader"] = { chance = 80, idx = 1 }, ["val_smart_terrain_7_4_bandit_trader_stalker"] = { chance = 80, idx = 1 }, ["dasc_trade_mlr19703"] = { chance = 80, idx = 1 }, ["m_trader"] = { chance = 55, idx = 1 } } function m1a1_trade_spawn(npc) local trader = npc:section() if (not traders[trader]) then return end local loot_table = traders[trader].chance >= math.random(100) and trade_table[traders[trader].idx] if (not loot_table) then return end local supply_level = clamp(trader_autoinject.supply_level(npc, true) or 0, 0, 5) for k,v in pairs(loot_table) do if supply_level >= k then trader_autoinject.spawn_items(npc, loot_table[k], true) end end end TraderAuto = trader_autoinject.update function trader_autoinject.update(npc) TraderAuto(npc) m1a1_trade_spawn(npc) end