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* The Merchant in ''VideoGame/ResidentEvil4'' averts this with First Aid Sprays, which he gets in a small amount at set intervals and it's possible to buy out his total stock, especially early on. By the time you've started on a NewGamePlus, he'll likely have enough backstock to where running out won't be a huge concern anymore. He technically averts this with everything else, too, in the sense that he'll always have one to sell you if you lack it, but whatever weapons or items you currently own will show out of stock until you sell off or discard them.
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* The Merchant in ''VideoGame/ResidentEvil4'' averts this with First Aid Sprays, which he gets in a small amount at set intervals and it's possible to buy out his total stock, especially early on. By the time you've started on a NewGamePlus, he'll likely have enough backstock to where running out won't be a huge concern anymore.anymore (sprays you don't currently need can be also be sold to him and will add onto his inventory). He technically averts this with everything else, too, in the sense that he'll always have one to sell you if you lack it, but whatever weapons or items you currently own will show out of stock until you sell off or discard them.
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** The [[VideoGame/ResidentEvil4Remake remake]] does it again with large and small Resources, which are used with Gunpowder to craft different kinds of ammunition and explosives. The Merchant usually only has two or three of each to sell you at any given time, but he does replenish stock fairly often. Playing on the easier difficulties removes the limitation and lets you buy as many as you want, despite the Merchant still warning that he doesn't always have them on hand to sell.
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** The [[VideoGame/ResidentEvil4Remake remake]] does it again with large and small Resources, which are used with Gunpowder gunpowder and disposable knives to craft different kinds of ammunition and explosives. The Merchant usually only has two or three of each to sell you at any given time, but he does replenish stock fairly often. Playing on the easier difficulties removes the limitation and lets you buy as many as you want, despite the Merchant still warning that he doesn't always have them on hand to sell.
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** The [[VideoGame/ResidentEvil4Remake remake]] does it again with large and small Resources, which are used with Gunpowder to craft different kinds of ammunition and explosives. The Merchant usually only has two or three of each to sell you at any given time, but he does replenish stock fairly often. Playing on the easier difficulties removes the limitation and lets you buy as many as you want, despite the Merchant still warning that he doesn't always have them on hand to sell.
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* The marketplace in ''VideoGame/LoveAndPies'' sells six different items at a quantity of five each, all which are bought with [[PremiumCurrency gems.]] The market [[PlayEveryDay refreshes every day]], but you can refresh it instantly with gems or by [[AdReward watching an ad.]]
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* The marketplace in ''VideoGame/LoveAndPies'' sells six different items at a quantity of five each, each (with the exception of generator upgrades, of which there's only one in stock per upgrade), all which are bought with [[PremiumCurrency gems.]] The market [[PlayEveryDay refreshes every day]], but you can refresh it instantly with gems or by [[AdReward watching an ad.]]
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alphabetizing Roguelike folder and adding Love And Pies example
[[folder: Puzzle Game ]]
* The marketplace in ''VideoGame/LoveAndPies'' sells six different items at a quantity of five each, all which are bought with [[PremiumCurrency gems.]] The market [[PlayEveryDay refreshes every day]], but you can refresh it instantly with gems or by [[AdReward watching an ad.]]
[[/folder]]
* The marketplace in ''VideoGame/LoveAndPies'' sells six different items at a quantity of five each, all which are bought with [[PremiumCurrency gems.]] The market [[PlayEveryDay refreshes every day]], but you can refresh it instantly with gems or by [[AdReward watching an ad.]]
[[/folder]]
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* Each shop in ''VideoGame/{{Spelunky}}'' sells exactly four items, which makes sense since most of the items give their respective effects for the duration of the entire game.
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* Each shop in ''VideoGame/{{Spelunky}}'' sells exactly four items, which makes sense since most of the items give ''VideoGame/AncientDomainsOfMystery'': Shops have finite inventories (randomly generated), and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their respective effects for the duration of the entire game.higher sell price.
* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, even the basic {{Healing Herb}}s. Stores refresh infrequently at set intervals.
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* ''Videogame/AncientDomainsOfMystery'': Shops have finite inventories (randomly generated), and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their higher sell price.
* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, even the basic {{Healing Herb}}s. Stores refresh infrequently at set intervals.
* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, even the basic {{Healing Herb}}s. Stores refresh infrequently at set intervals.
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* ''Videogame/AncientDomainsOfMystery'': Shops have finite inventories (randomly generated), and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet Each shop in ''VideoGame/{{Spelunky}}'' sells exactly four items, which makes sense since most of the items give their higher sell price.
* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, evenrespective effects for the basic {{Healing Herb}}s. Stores refresh infrequently at set intervals.
duration of the entire game.
* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, even
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* ''VideoGame/ForTheKing'': Each store has a randomly generated list of buyable items and a very small quantity of each, even the basic {{Healing Herb}}s. Stores refresh infrequently at set intervals.
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* ''VideoGame/DivinityOriginalSinII'' downplays the trope. Each trader has a set inventory that only refreshes infrequently throughout the game. Until it refreshes, their items and even their spending money are limited to what they started with and what they've gotten from you.
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* ''VideoGame/EvilIslands'': Shops have limited quantities of items (randomly generated after you complete a mission, meaning they do restock after a while), indicated by a quantity number on the shop screen, and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their higher sell price.
* ''VideoGame/FableI'' is an {{inver|tedTrope}}sion: merchants have limited quantities of their wares, adjust their prices according to scarcity, and will pay a premium for goods they're short on. In some areas, they're restocked by specific NPC deliverymen.
* ''VideoGame/FableI'' is an {{inver|tedTrope}}sion: merchants have limited quantities of their wares, adjust their prices according to scarcity, and will pay a premium for goods they're short on. In some areas, they're restocked by specific NPC deliverymen.
* Traders in the ''VideoGame/{{Gothic}}'' series have a limited amount of items and, in the first game, currency (the trade system is based on direct exchange, so the latter running out doesn't prevent deals). Usually a few new items are created once per chapter.
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* ''VideoGame/EvilIslands'': Shops have limited quantities of items (randomly generated after you complete a mission, meaning they do restock after a while), indicated by a quantity number on the shop screen, and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their higher sell price.
* Traders in the ''VideoGame/{{Gothic}}'' series have a limited amount of items and, in the first game, currency (the trade system is based on direct exchange, so the latter running out doesn't prevent deals). Usually a few new items are created once per chapter.
* Traders in the ''VideoGame/{{Gothic}}'' series have a limited amount of items and, in the first game, currency (the trade system is based on direct exchange, so the latter running out doesn't prevent deals). Usually a few new items are created once per chapter.
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* Traders in the ''VideoGame/{{Gothic}}'' series have a limited amount of items and, in the first game, currency (the trade system is based on direct exchange, so the latter running out doesn't prevent deals). Usually a few new items are created once per chapter.
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* The Merchant in ''VideoGame/ResidentEvil4'' averts this with First Aid Sprays, which he gets in a small amount at set intervals and it's possible to buy out his total stock, especially early on. By the time you've started on a NewGamePlus, he'll likely have enough backstock to where running out won't be a huge concern anymore. He technically averts this with everything else, too, in the sense that he'll always have one to sell you, but whatever weapons or items you currently own will show out of stock until you sell or discard them.
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* The Merchant in ''VideoGame/ResidentEvil4'' averts this with First Aid Sprays, which he gets in a small amount at set intervals and it's possible to buy out his total stock, especially early on. By the time you've started on a NewGamePlus, he'll likely have enough backstock to where running out won't be a huge concern anymore. He technically averts this with everything else, too, in the sense that he'll always have one to sell you, you if you lack it, but whatever weapons or items you currently own will show out of stock until you sell off or discard them.
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* The Merchant in ''VideoGame/ResidentEvil4'' averts this with First Aid Sprays, which he gets in a small amount at set intervals and it's possible to buy out his total stock, especially early on. By the time you've started on a NewGamePlus, he'll likely have enough backstock to where running out won't be a huge concern anymore. He technically averts this with everything else, too, in the sense that he'll always have one to sell you, but whatever weapons or items you currently own will show out of stock until you sell or discard them.
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Do not wick to self.
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* ''Videogame/AncientDomainsOfMystery'': [[InfiniteStockForSale Shops have finite inventories]] (randomly generated), and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their higher sell price.
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* ''Videogame/AncientDomainsOfMystery'': [[InfiniteStockForSale Shops have finite inventories]] inventories (randomly generated), and if you change your mind after selling them something, you can buy it back... provided you have enough extra cash to meet their higher sell price.
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** Subverted in ''VideoGame/TheLegendOfZeldaBreathOfTheWild''; shops DO have a limited supply of items to purchase, but they all restock when the Blood Moon rises.
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* Villagers in ''VideoGame/{{Minecraft}}'' have limited stocks of items to trade. They replenish their stock whenever they work at their job site, which happens up to twice a day.
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* ''Franchise/TheElderScrolls'' generally averts the trope throughout the series. Merchants typically have a limited inventory (although, in a few instances, they may sell infinite amounts of some very basic items) and also have a limited amount of gold when selling, meaning you may need to visit several merchants and/or barter in order to unload all of your loot without taking a loss. Merchant inventories and gold typically reset after 24 in-game hours.
* ''VideoGame/{{Fallout}}'' games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited ''money'' as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand). They eventually do replenish both stock (unique items excepted) and funds over time, and later games allow you to invest in shops to permanently increase their buying power.
* ''VideoGame/{{Fallout}}'' games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited ''money'' as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand). They eventually do replenish both stock (unique items excepted) and funds over time, and later games allow you to invest in shops to permanently increase their buying power.
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* ''Franchise/TheElderScrolls'' generally averts the trope throughout the series. Merchants typically have a limited inventory (although, in a few instances, they may sell infinite amounts of some very basic items) and also have a limited amount of gold when selling, meaning you may need to visit several merchants and/or barter in order to unload all of your loot without taking a loss. Merchant inventories and gold typically reset after 24 in-game hours.\n* ''VideoGame/{{Fallout}}'' games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited ''money'' as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand). Merchant inventories and gold typically reset after 24 in-game hours.
* ''VideoGame/{{Fallout}}'' games are usually aversions similar to the above Elder Scrolls example, as shops only have limited stock and money as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. They eventually do replenish both stock (unique items excepted) and funds over time, and later games allow you to invest in shops to permanently increase their buying power.
* ''VideoGame/{{Fallout}}'' games are usually aversions similar to the above Elder Scrolls example, as shops only have limited stock and money as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. They eventually do replenish both stock (unique items excepted) and funds over time, and later games allow you to invest in shops to permanently increase their buying power.
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* ''VideoGame/{{Fallout}}'' games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited ''money'' as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand).
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* ''VideoGame/{{Fallout}}'' games in general are aversions, as shops only have limited stock. Not only that, but the shop owners had limited ''money'' as well, meaning that if you're selling items to them, you could only sell them so much before they were out of money. This can lead to situations where, if you have a high-value item, you can't sell it to some shops without taking a loss (i.e. it might be worth 1000 caps but the shop keep only has 400 on hand). They eventually do replenish both stock (unique items excepted) and funds over time, and later games allow you to invest in shops to permanently increase their buying power.
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Folderizing.
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[[AC:ActionAdventure]]
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[[folder: Action Adventure ]]
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[[AC:ActionRPG]]
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[[folder: Action RPG ]]
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[[AC:EasternRPG]]
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[[folder: Eastern RPG ]]
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[[AC:PlatformGame]]
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[[folder: Platform Game ]]
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[[AC:RealTimeStrategy]]
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[[folder: Real Time Strategy ]]
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[[AC:{{Roguelike}}]]
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[[folder: Roguelike ]]
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[[AC:TurnBasedStrategy]]
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[[folder: Turn Based Strategy ]]
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[[AC:WesternRPG]]
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[[folder: Western RPG ]]
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[[AC:WideOpenSandbox]]
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[[folder: Wide Open Sandbox ]]
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[[AC:Other]]
* Both averted '''and''' played straight in ''Website/{{Neopets}}'', since most shops have a certain amount of each item for stock before it sells out, requiring restock. The general store, though, has infinite stock, but only sells the same goods. Additionally and literally, users can buy as many shares of stock as they want on the stock market, with the only limit being 1000 per day.
* Both averted '''and''' played straight in ''Website/{{Neopets}}'', since most shops have a certain amount of each item for stock before it sells out, requiring restock. The general store, though, has infinite stock, but only sells the same goods. Additionally and literally, users can buy as many shares of stock as they want on the stock market, with the only limit being 1000 per day.
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[[folder: Other ]]
* Both averted '''and''' played straight in ''Website/{{Neopets}}'', since most shops have a certain amount of each item for stock before it sells out, requiring restock. The general store, though, has infinite stock, but only sells the same goods. Additionally and literally, users can buy as many shares of stock as they want on the stock market, with the only limit being 1000 per
[[/folder]]
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* ''VideoGame/WarcrafIII'': All shops except the marketplace have limited quantities of items (most between one and three) that replenish over time. The marketplace, however, starts out empty and gradually fills with items found by players as they kill monsters for experience, these disappear for good when bought.
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* ''VideoGame/WarcrafIII'': ''VideoGame/WarcraftIII'': All shops except the marketplace have limited quantities of items (most between one and three) that replenish over time. The marketplace, however, starts out empty and gradually fills with items found by players as they kill monsters for experience, these disappear for good when bought.