A Little Lesson on Gift Shops.
When a guest buys something at a gift shop this goes into the guest inventory and it stays there permanently. What this means is that once a guest has gone in a gift shop it will never go in another one as its "gift" need has been satisfied.
So as far as buildings go designers need to think whether they really want them to sell a "gift or can make money other ways. The Archeological Dig is an example. Rather than have them buy a hard hat, shovel or pick (gifts) I made it an attraction where they pay to have fun. I used this building tooltip: "Guests will enjoy trying their luck at digging for artifacts within this Archeological Dig Site, using hard hats, picks, and shovels that they rent here." This way it looks like they have bought something but nothing actually goes into their inventory. And as far as I know guests will go to more than one attraction.
There is only one current exception to that rule and that is money from the ATM Machine from ZKL. Since its creation whenever Jay configures certain buildings he codes in the removal for that money. So it appears they are actually paying for whatever the building sells/provides.
(written and posted by fern at ZTUF May 14 2006)
If a gift shop satisfies a guest, once he/she buys a gift, and at your dig site guests continue to rent items...then, can I make a gift shop that rents gifts? :rofl :clap2