text: # ---------------------------------------------------
  # Last Update: modified by Valminder August 24, 2006.
  # ---------------------------------------------------
  #
  # Furrier
  #
  # Sean Hlousek
  #
  # -------------------------------------------------------------------------
  #
  # To call this table from another one:
  #    [EQ Furrier.Generate(%Rolls%)
  #
  #    Parameters: (%Rolls%)
  #
  #    Rolls:    (1) Enter the number of items needed.
  #
  # -------------------------------------------------------------------------
  #
  # Modified by Valminder, August  2006.
  #    Adapted for TSv5.
  #    I changed the "START" line.
  #    I heavily modified this table. I could modify it more by
  #       removing all the variables for the cost, but it would
  #       be too long. For now, it works fine.
  #    The final price need to be adjusted for some items, but it
  #       seems relatively OK.
  #    I diminished the price variation in [Store].
  #    Cost of Items: Put the cost in GP, the output will modify it
  #       for gp, sp, or cp.
  #       1 sp = 0.1 gp
  #       1 cp = 0.01 gp
  #
  
  %Fur:Skunk%,1.5
  %Fur:Wolverine%,5
  %Fur:Fisher%,1
  %Fur:Racoon%,2
  %Fur:Coyote%,1
  %Fur:Bobcat%,5
  %Fur:Buffalo%,50
  %Fur:Goat%,2
  %Fur:BlackBear%,250
  %Fur:Beaver%,3
  %Fur:Cheetah%,200
  %Fur:MountainLion%,275
  %Fur:Ermine%,50
  %Fur:Fox%,10
  %Fur:Jaguar%,200
  %Fur:Lamb%,2
  %Fur:Leopard%,250
  %Fur:SnowLeopard%,500
  %Fur:Lion%,350
  %Fur:Lynx%,100
  %Fur:Marmot%,00
  %Fur:Mink%,100
  %Fur:Ocelot%,550
  %Fur:Otter%,5
  %Fur:Rabbit%,0.5
  %Fur:Sable%,200
  %Fur:Seal%,25
  %Fur:Tiger%,350
  %Fur:Wolf%,3
  %Fur:Owlbear%,750
  %Fur:ArticFox%,375
  %Fur:BrownBear%,225
  %Fur:Grizzly%,450
  %Fur:PolarBear%,650
  
  ### Was %Base%
  %PercentGPMod%,1
  ### This is the Store modifier on all its prices 70% to 200% (normal 95% - 105%)
  %STVR%,0
  ### How many items to roll
  %Rolls%,0
  #### Was %Base1%
  %MagicalGPMod%,0
  
  # New variables Aug 2006.
  %Item%,0
  # Put Book=2 in the item's description if you do not want books to appear.
  %Book%,0
  %Cost%,0
  %Condition%,0
  %GenItem%,0
  # 1= Mundane Item, 2= Magical Item
  %Magic%,1
  %MWGPMod%,0
  %ArmorSizeMod%,1
  # To be used with "EQ_Main.tab"
  %GetData%,0
  %DataName%,0
  %DataPercentMod%,0
  %SpecialEffect%,0
  %BodySize%,0
  %MoneyType%,gp
  %NaturalizedMod%,0
  
  @Rolls,10,How many Items are in this Shop?
  #@GenItem,9,What do you want to generate,
  
  :Start
  1,{Status~By Sean Hlousek, Valminder 2006}[Generate]
  
  :Generate
  1,|STVR=1|[Store]
  #_[Multiplier]
  _{Loop~%Rolls%,|BodySize=1||PercentGPMod=0||MagicalGPMod=0||Magic=1||MWGPMod=0||ArmorSizeMod=1||SpecialEffect=0|
  _[Furrier][Print=%Magic%]
  _{If~%Rolls%>1?<br>}}
  
  :Print
  1,<b>Item:</b> <i><font color="Purple">%Item%</font></i>[Print2]
  2,<b>Item:</b> <i><font color="Blue">(Magic) %Item%</font></i>[Print2]
  
  :Print2
  1,{If~%SpecialEffect%!=0? [PrintExtraMW]}
  _{IIf~%Book%!=2?  <font size=1>(%Book%)</font>}
  #If you do not want BodySize for everything put |BodySize=0| above and |BodySize=1| in item's description.
  #_{If~%BodySize%=1? ([BodySize] size)}
  _|Cost+%MagicalGPMod%||Cost+%MWGPMod%|{If~%Magic%=1?|Cost*%ArmorSizeMod%|}
  _[Calculate Cost]
  _ (%Condition%, [AddComma.Start(%Cost%)] %MoneyType%)
  
  :PrintExtraMW
  1,<u>Extra MW Effect</u>: %SpecialEffect%.
  
  # This will give a modifier to the cost of the items.
  ;Store
  2,|STVR-{Calc~({Dice~1d10+20}/100)}|
  4,|STVR-{Calc~({Dice~1d10+10}/100)}|
  8,|STVR-{Calc~({Dice~1d10+5}/100)}|
  15,|STVR-{Calc~({Dice~1d5}/100)}|
  70,|STVR=1|
  30,|STVR+{Calc~({Dice~1d5}/100)}|
  15,|STVR+{Calc~({Dice~1d10+5}/100)}|
  8,|STVR+{Calc~({Dice~1d10+10}/100)}|
  4,|STVR+{Calc~({Dice~1d15+20}/100)}|
  2,|STVR+{Calc~({Dice~1d25+35}/100)}|
  1,|STVR+{Calc~({Dice~1d50+50}/100)}|
  
  :Multiplier
  1,Price Multiplier: %STVR%<br>
  
  :Calculate Cost
  1,|Cost={Calc~((%STVR%+%PercentGPMod%)*%Cost%)}|
  _{If~%Cost%>=5?|Cost={Trunc~%Cost%}||MoneyType=gp|}
  _{If~{And~%Cost%>=1,%Cost%<5}=1?{If~%Cost%={Trunc~%Cost%}?|MoneyType=gp|/|Cost={Round~1,%Cost%}||Cost*10||MoneyType=sp|}}
  _{If~%Cost%<0.1?|Cost*100||Cost={Trunc~%Cost%}|{If~%Cost%=0?|Cost=1|}|MoneyType=cp|/{If~%Cost%<1?|Cost*10||Cost={Trunc~%Cost%}|{If~%Cost%=0?|Cost=1|}|MoneyType=sp|}}
  
  # -----------------------------------------------------------------------------------                                                                         
  ;Furrier
  50,|NaturalizedMod=2||Item=Fur: Skunk</font></i> ([FurParts])||Cost=%Fur:Skunk%|
  10,|NaturalizedMod=3||Item=Fur: Wolverine</font></i> ([FurParts])||Cost=%Fur:Wolverine%|
  15,|NaturalizedMod=2||Item=Fur: Fisher</font></i> ([FurParts])||Cost=%Fur:Fisher%|
  75,|NaturalizedMod=2||Item=Fur: Racoon</font></i> ([FurParts])||Cost=%Fur:Racoon%|
  30,|NaturalizedMod=2||Item=Fur: Coyote</font></i> ([FurParts])||Cost=%Fur:Coyote%|
  10,|NaturalizedMod=3||Item=Fur: Bobcat</font></i> ([FurParts])||Cost=%Fur:Bobcat%|
  25,|NaturalizedMod=5||Item=Fur: Buffalo</font></i> ([FurParts])||Cost=%Fur:Buffalo%|
  40,|NaturalizedMod=3||Item=Fur: Goat</font></i> ([FurParts])||Cost=%Fur:Goat%|
  30,|NaturalizedMod=5||Item=Fur: Black Bear</font></i> ([FurParts])||Cost=%Fur:BlackBear%|
  50,|NaturalizedMod=2||Item=Fur: Beaver</font></i> ([FurParts])||Cost=%Fur:Beaver%|
  1,|NaturalizedMod=3||Item=Fur: Cheetah</font></i> ([FurParts])||Cost=%Fur:Cheetah%|
  5,|NaturalizedMod=4||Item=Fur: Mountain Lion</font></i> ([FurParts])||Cost=%Fur:MountainLion%|
  5,|NaturalizedMod=3||Item=Fur: Ermine</font></i> ([FurParts])||Cost=%Fur:Ermine%|
  20,|NaturalizedMod=2||Item=Fur: Fox</font></i> ([FurParts])||Cost=%Fur:Fox%|
  1,|NaturalizedMod=3||Item=Fur: Jaguar</font></i> ([FurParts])||Cost=%Fur:Jaguar%|
  40,|NaturalizedMod=3||Item=Fur: Lamb</font></i> ([FurParts])||Cost=%Fur:Lamb%|
  1,|NaturalizedMod=4||Item=Fur: Leopard</font></i> ([FurParts])||Cost=%Fur:Leopard%|
  1,|NaturalizedMod=4||Item=Fur: Snow Leopard</font></i> ([FurParts])||Cost=%Fur:SnowLeopard%|
  1,|NaturalizedMod=5||Item=Fur: Lion</font></i> ([FurParts])||Cost=%Fur:Lion%|
  5,|NaturalizedMod=3||Item=Fur: Lynx</font></i> ([FurParts])||Cost=%Fur:Lynx%|
  10,|NaturalizedMod=2||Item=Fur: Marmot</font></i> ([FurParts])||Cost=%Fur:Marmot%|
  5,|NaturalizedMod=3||Item=Fur: Mink</font></i> ([FurParts])||Cost=%Fur:Mink%|
  1,|NaturalizedMod=3||Item=Fur: Ocelot</font></i> ([FurParts])||Cost=%Fur:Ocelot%|
  20,|NaturalizedMod=3||Item=Fur: Otter</font></i> ([FurParts])||Cost=%Fur:Otter%|
  70,|NaturalizedMod=2||Item=Fur: Rabbit</font></i> ([FurParts])||Cost=%Fur:Rabbit%|
  1,|NaturalizedMod=3||Item=Fur: Sable</font></i> ([FurParts])||Cost=%Fur:Sable%|
  10,|NaturalizedMod=3||Item=Fur: Seal</font></i> ([FurParts])||Cost=%Fur:Seal%|
  1,|NaturalizedMod=5||Item=Fur: Tiger</font></i> ([FurParts])||Cost=%Fur:Tiger%|
  20,|NaturalizedMod=4||Item=Fur: Wolf</font></i> ([FurParts])||Cost=%Fur:Wolf%|
  10,|NaturalizedMod=6||Item=Fur: Owlbear</font></i> ([FurParts])||Cost=%Fur:Owlbear%|
  5,|NaturalizedMod=3||Item=Fur: Artic Fox</font></i> ([FurParts])||Cost=%Fur:ArticFox%|
  25,|NaturalizedMod=5||Item=Fur: Brown Bear</font></i> ([FurParts])||Cost=%Fur:BrownBear%|
  20,|NaturalizedMod=6||Item=Fur: Grizzly Bear</font></i> ([FurParts])||Cost=%Fur:Grizzly%|
  5,|NaturalizedMod=6||Item=Fur: Polar Bear</font></i> ([FurParts])||Cost=%Fur:PolarBear%|
  
  # -----------------------------------------------------------------------------------
  # Support Tables
  
  ;FurParts
  21,head only|PercentGPMod-0.25||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  1,right rear 1/4|PercentGPMod-0.5||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  1,left rear 1/4|PercentGPMod-0.5||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  10,back half|PercentGPMod-0.25||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  1,right front 1/4|PercentGPMod-0.5||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  1,left front 1/4|PercentGPMod=-0.5||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  10,front half|PercentGPMod-0.25||Book=WBG & Your DM||Condition=[NotFullFurCondition]|
  50,full fur|PercentGPMod+0||Book=WBG & Your DM||Condition=[FurCondition]|
  5,naturalized animal|PercentGPMod+%NaturalizedMod%||Book=2||Condition=[NotFullFurCondition]|
  
  # -----------------------------------------------------------------------------------
  # Conditions
  
  ;FurCondition
  1,|GetData=[EQ_Main.FurCondition]|
  _{Split~GetData,"!!!",DataName,DataPercentMod,SpecialEffect}
  _|PercentGPMod+%DataPercentMod%|
  _%DataName%
  
  ;NotFullFurCondition
  1,|GetData=[EQ_Main.NotFullFurCondition]|
  _{Split~GetData,"!!!",DataName,DataPercentMod}
  _|PercentGPMod+%DataPercentMod%|
  _%DataName%
  
  