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Example 1: Basic Shop

Scenario: General goods merchant that buys and sells common items.
Result:
  • Sells common items with 5% markup
  • Buys any item at 50% value
  • Bought items become available for other players

Example 2: Specialty Blacksmith

Scenario: Blacksmith who sells weapons/armor and buys materials only.
Result:
  • Sells crafted items (limited stock)
  • Only buys raw materials at 40% value
  • Materials act as economic sink (not resold)

Example 3: Rare Item Vendor

Scenario: Vendor with infinite stock of rare consumables.
Result:
  • Never runs out of rare items
  • Premium currency and markup
  • Doesn’t buy items from players

Example 4: Recycler/Junk Dealer

Scenario: NPC that only buys junk items (economic sink).
Result:
  • Only function: remove junk from economy
  • Pays very little (10% of base value)
  • Items vanish when bought (economic sink)

Example 5: Event Merchant

Scenario: Limited-time merchant with special items.
Result:
  • Uses event-specific currency
  • High buyback enables player trading
  • Mix of tradeable and consumable items