Right now their merchandise selection is configurable but how they actually select from the list, how much money they have, and a few other things are hard coded. This is actually quite easy to do and I was nearly done with it but I'm not sure where I stashed the changes. ------------------------------------ In doing this I am thinking of just adding some new stuff into the existing .XML files. If the new stuff doesn't exist the current built-in behavior would be the default. So one of the XXXXInventory.XML files would in the future look something like this (Using Tony as an example): - setting Tony to be a repair guy probably will not work 0 91 ---------------------- A few notes: 0) You MUST specify ARMSDEALERINDEX if you use any other field. 1) You don't have to update any of the dealer inventory files as they all default to the existing behavior. You can do things piecemeal, too. So if you just want to change Tony's max cash you can change just that. 2) You can't change dealer basic functions (yet). So Tony will buy and sell and not repair things and so on. 3) I don't know what effect changing those ARMS_DEALER_XXXX flags have. Use at your own peril! 4) Changing ARMSDEALERINDEX and SHOPKEEPERID will probably break things in the game. Again, change at your own peril! The arms dealer indices are: ProfileID 0: Tony 91 1: Franz Hinkle 124 2: Keith Hemps 147 3: Jake Cameron 113 4: Gabby Mulnick 104 5: Devin Connell 61 6: Howard Filmore 125 7: Sam Rozen 126 8: Frank 92 9: Bar Bro 1 151 10: Bar Bro 2 152 11: Bar Bro 3 153 12: Bar Bro 4 154 13: Micky O'Brien 96 14: Arnie Brunzwell 128 15: Fredo 130 16: Perko 74 17: Elgin 112 18: Manny 155 ----------------- You edit one of the xxxxxInventory.xml files as I show above. In your case to just change the dealer's cash. So to increase Tony's daily cash to $45,000 you would do: 0 45000 45000 45000 0 ...etc. as usual... ---------------- 2 10000 10000 10000 0 That would change Keith to have 10,000 to start and $10,000 a day ----------------------- . Initial is what it is set to at start of game. . Retained is the % of the previous days $$$ that they retain. . Increment is what is added each day. . Maximum is the most they will keep after incrementing. I did it that way so you could have a merchant slowly build up a fairly significant amount: set init and increment small with drain at some no-zero value plus max large Or maybe someone who keeps a lot of cash after sales but it slowly drains away. --------------------