Regression from the contract-lock feature: the check gated on any non-empty
ContractLockPurchase, but the blueprint data uses the string "None" (not "")
for items with no lock (749/773 items). So virtually every item returned
'Item is locked' before the currency deduction -> players couldn't buy anything
(error shown, K-Marks unchanged). Skip the gate when the value is null/empty/"None".
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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ContractLockPurchase="None" (sentinelle) traité comme un vrai verrou -> quasi tous les items non achetables. Skip si null/empty/None.