Gun shop (no ontology)

From Mazeworld

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| '''Vendor'''
| '''Vendor'''
| colspan="2" | Firearms dealer
| colspan="2" | Firearms dealer
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|-
 
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| '''Scripted?'''
 
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| colspan="2" | '''Yes''', every 77 rooms
 
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|-
 
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| <span style="font-size:80%;">'''Random [[Room|roomstyle]]?'''</span>
 
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| colspan="2" | '''No'''
 
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|}
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</div>
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=== Rules of a gun shop ===
=== Rules of a gun shop ===
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*Sells '''16''' random firearms.
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*Sells '''12''' random, brand new (100% condition) firearms, excluding Class 4 weapons, sold at full price.
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*Only sells ammunition and accessories for the firearms on the list.
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**Quantity of 1 per weapon, or 1d6 for these weapons: All disposable rocket launchers.
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*Only sells '''one''' exemplary of every weapon displayed.
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*Sells '''6''' random, used firearms, excluding Class 4 weapons, in a '''used weapons bin''', with random condition between 1% and 99%, sold at a price matching the condition.
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*Only sells the equivalent of a '''five small boxes of ammo''' of every type of ammo displayed.
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**Quantity of 1 for all used weapons.
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*Buys back firearms, ammunition and accessories for '''50%''' of their value.
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*Sells '''6''' different Class 4 weapons, at a quantity of 1d6 per weapon.
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*Sells '''1d12 retail boxes (ammo type random)''' per caliber displayed for sale.
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*Has a '''12.5% chance''' to sell '''1 bulk can of ammunition (ammo type random)''' per caliber displayed for sale.
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*Sells '''1d6 standard magazines''' per weapon for sale, and '''1d3-1 non-standard magazines''' of each type per weapon for sale (one separate roll for each type).
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*Sells '''3d4 random non-magazine accessories''', irrelevant of the weapons and ammunition for sale.
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*Has a '''50% chance''' to sell '''primer boxes (type random)'''. If in stock, '''3 random types''' will be found, '''1d3 boxes''' for sale per type.
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*Has a '''50% chance''' to sell '''case boxes (type random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type.
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*Has a '''50% chance''' to sell '''powder jars (type random)'''. If in stock, '''1d6 powder jars per type''' will be found (including empty jars).
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*Has a '''50% chance''' to sell '''projectile boxes (calibers and types random)'''. If in stock, '''12 random calibers''' will be found, '''1d3 boxes''' for sale per type; each box will be of a '''random projectile type'''.
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*Has a '''50% chance''' to sell '''belt links'''. If in stock, '''all types''' will be found, '''1d6 boxes''' for sale per type.
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* Sells '''1d3''' [[Weapon maintenance#Care and repairs|Gun Cleaning Kits]], 300 P$ per GCK.
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* Sells '''1d3-1''' [[Weapon maintenance#Care and repairs|Gun Repair Kits]], 800 P$ per GRK.
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*Buys back any product of the same types that the shop sells, for '''0.5x''' their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).
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*If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one [[Key item|detonator]] for free.
*'''Accepts''' credit.
*'''Accepts''' credit.
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*'''Accepts''' [[Valuable|valuables]] and will exchange them for money or credit.
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*'''Accepts''' [[Valuable|valuables]], if they are [[identification|identified]], and will exchange them for money or credit. Unidentified valuables will be turned down.
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*For 2 guns bought, '''the third is free'''.
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*Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)
When threatened, the '''firearms dealer''' will use his/her personal weapon, a [[Benelli M4 Super 90]], on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.<br />
When threatened, the '''firearms dealer''' will use his/her personal weapon, a [[Benelli M4 Super 90]], on the [[Contestant|contestant]] and will not hesitate to use deadly force if attacked.<br />
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If the firearms dealer is killed in action, the [[Contestant|contestant]] will not be able to use ANY gun shop in the game anymore, and any subsequent room in which a gun shop was meant to be found will be instead considered a '''crime scene''' guarded by [[Maze Guard|Maze Guards]].<br />
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Threatening or attacking a firearms dealer can give the contestant a [[Wanted Level|code orange]], and killing one can increase it to a [[Wanted Level|code red]].
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Threatening or attacking a firearms dealer gives the contestant a [[Wanted Level|code orange]], and killing one instantly increases it to a [[Wanted Level|code red]].
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If the firearms dealer dies, he/she will drop the following:
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If a firearms dealer dies, they will drop the following:
*[[Benelli M4 Super 90]] shotgun
*[[Benelli M4 Super 90]] shotgun
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*[[Backpack|72P LBE]]
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*[[Load-bearing gear]]: Basic belt + TT-1C Shotgun vest
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*36x 12 gauge [[Buckshot|buckshot]]
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*24x 12 gauge [[Buckshot|buckshot]]
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*His/her clothes: A [[T-shirt|t-shirt]], a [[Baseball cap|baseball cap]], [[mountain pants]] and [[regular shoes]]
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*[[Clothing and armor]]: T-Shirt, Baseball cap, Mountain pants, Regular shoes
*A [[Valuable|big purse]]
*A [[Valuable|big purse]]
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*All the weapons, ammunition and accessories of the shop, as well as the shop's till, are '''locked''' in the crate they came from, and so permanently.
 
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=== Products sold ===
 
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*[[List of Class 1 Weapons|Class 1]] weapons
 
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*[[List of Class 2 Weapons|Class 2]] weapons
 
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*[[List of Class 3 Weapons|Class 3]] weapons
 
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*[[List of Class 4 Weapons|Class 4]] weapons
 
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*[[Ammunition]] for weapons of Classes 1-4
 
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*[[Weapon accessory|Weapon accessories]]
 
== See also ==
== See also ==
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*[[Encounters]], section Shops and Services
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*[[Encounters#Shops_and_services|Other shops and services]]
*[[Weapon shop]] for a dealer selling all kinds of weapons
*[[Weapon shop]] for a dealer selling all kinds of weapons
*[[Forge]] for a '''Class 5''' weapon only shop
*[[Forge]] for a '''Class 5''' weapon only shop

Latest revision as of 08:47, 25 November 2019

A gun shop is, as the name implies, a business in Mazeworld specialized in buying and selling firearms, ammunition and weapon accessories. Gun shops are very popular businesses in Mazeworld, as firearms and ammunition are a common consumer good alongside food and clothes.

Rules of a gun shop

  • Sells 12 random, brand new (100% condition) firearms, excluding Class 4 weapons, sold at full price.
    • Quantity of 1 per weapon, or 1d6 for these weapons: All disposable rocket launchers.
  • Sells 6 random, used firearms, excluding Class 4 weapons, in a used weapons bin, with random condition between 1% and 99%, sold at a price matching the condition.
    • Quantity of 1 for all used weapons.
  • Sells 6 different Class 4 weapons, at a quantity of 1d6 per weapon.
  • Sells 1d12 retail boxes (ammo type random) per caliber displayed for sale.
  • Has a 12.5% chance to sell 1 bulk can of ammunition (ammo type random) per caliber displayed for sale.
  • Sells 1d6 standard magazines per weapon for sale, and 1d3-1 non-standard magazines of each type per weapon for sale (one separate roll for each type).
  • Sells 3d4 random non-magazine accessories, irrelevant of the weapons and ammunition for sale.
  • Has a 50% chance to sell primer boxes (type random). If in stock, 3 random types will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell case boxes (type random). If in stock, 12 random calibers will be found, 1d3 boxes for sale per type.
  • Has a 50% chance to sell powder jars (type random). If in stock, 1d6 powder jars per type will be found (including empty jars).
  • Has a 50% chance to sell projectile boxes (calibers and types random). If in stock, 12 random calibers will be found, 1d3 boxes for sale per type; each box will be of a random projectile type.
  • Has a 50% chance to sell belt links. If in stock, all types will be found, 1d6 boxes for sale per type.
  • Sells 1d3 Gun Cleaning Kits, 300 P$ per GCK.
  • Sells 1d3-1 Gun Repair Kits, 800 P$ per GRK.
  • Buys back any product of the same types that the shop sells, for 0.5x their shop value. For weapons, this value is multiplied by their current Condition percentage (rounded up).
  • If a customer is buying any command detonation planted explosive (C4 charges, SLAMs...), the shop will offer one detonator for free.
  • Accepts credit.
  • Accepts valuables, if they are identified, and will exchange them for money or credit. Unidentified valuables will be turned down.
  • Delivery service: The shop may transfer all purchases to the Contestant's bank vault instead of being given in person, for a fee (200 P$ in a town shop, 800 P$ in an UA shop)

When threatened, the firearms dealer will use his/her personal weapon, a Benelli M4 Super 90, on the contestant and will not hesitate to use deadly force if attacked.
Threatening or attacking a firearms dealer can give the contestant a code orange, and killing one can increase it to a code red.

If a firearms dealer dies, they will drop the following:

See also