Hi Gozer, are you building the graphical inventory by John C? If so, strap in... it's a hell of a lot of work but has been worth it for me so far. For all items that the player can peruse and potentially buy set them to be seen by ALL players as journal entries, don't worry about the control settings as the script defines them for you automatically based on where you put them on the 'map'. One thing i found is that you need to have all of your players inventories on one page but you can split them up using DL lines, just make sure their status token has sight, is controlled by them and emits light ;) Otherwise the sky is the limit with this script, i now even have mounts and a cart represented on it with inventories that can be disabled when the mount/cart is not available/in use... such fun :) Back on topic, for all items that you want to make ahead of time or want to keep hidden from the players since they aren't freely available to buy (coinage, special items, quest items etc) don't make them visible in their journals and you can have them all set up ready to go when needed. i'd also highly recommend heavy use of tagging (you've come at the right time, i set mine up pre-folders and now i need to find time to go rename them all to remove the 'weapon, armour etc' prefixes!) and folders. Folders are obviously for separating the weapons, armour etc out but tags can be used to really narrow the search for your players. I use tags to suggest the weapon type (1h, 2h, light, slashing, piercing etc), armour type, item type in general (weapon, armour, equipment, storage, misc etc) but i also use them to define the shops that sell the items (blacksmith, general store, leatherworker, fletcher etc) so that if the players are in a small village with only a general store in it they can quickly filter out unavailable items... great time saver to prevent you from having to veto their every purchase! Have fun :)