sub-material-configuration-section

  • mainMaterial: Bukkit's main material name, for example "SUGAR". Items with different main materials are treated as different items in the shop.
  • subMaterial: Bukkit's sub material id (AKA. damage value). For example "RAW_FISH" with id 0 = raw fish, but id 1 = raw salmon. This will be ignored if item uses durability instead of sub materials (weapons and tools for example). Items with different sub materials are treated as different items in the shop.
  • displayName: If defined the display name will be added to item being bought by a player. It is ignored when player sells the item.
  • color: If defined, the color will be added to item being bought by a player. It is ignored when player sells the item. Currently only leather armor supports this property.
  • lores: If a list is defined, the lores will be added to the item that's being bought by a player. Items with different lores are treated as different items in the shop.
  • matchLores: Should lores be checked&matched when selling an item? Default is true, allowing you to have different versions of each item available in the shop. If this is set to false, lores will be ignored when player sells an item. If missing following nodes are checked: shop, root.
  • enchantments: If a list is defined, the enchantments will be added to the item that's being bought by a player. It is ignored when a player sells the item.
  • displayCustomMaterialNameInShop: Should above name be displayed in shop while hovering over?
  • tradable: Could this sub material be traded? Default: true (but the configuration node for sub material must exist).
  • categories: List of categories this material belongs to.
  • salesPrice:
    • price: The current sales price for a player. If the item sold is damaged, the actual price will be lower. If missing following nodes are checked: shop, root.
    • minPrice: Mimimum limit for the price. If missing following nodes are checked: shop, root.
    • maxPrice: Maximum limit for the price. If missing following nodes are checked: shop, root.
    • playersRequiredForPriceChange: How many players need to be online for the price to change? If missing following nodes are checked: shop, root.
    • priceChecksToSkipAfterTrades: How many price checks/updates should be skipped after item has been traded (sold or bought). If missing following nodes are checked: shop, root.
    • increaseMultiplier: Multiplier used to increase the sales price for players, when item has no stock and no transactions lately. If missing following nodes are checked: shop, root.
    • increaseValueMin: Minimum value the sales price is increased at one time. If missing following nodes are checked: shop, root.
    • increaseValueMax: Maximum value the sales price is increased at one time. If missing following nodes are checked: shop, root.
  • totalMoneyToPlayers: Total amount of money paid to players that sold this material (used to adjust prices)
  • totalMoneyFromPlayers: Total amount of money charged from players that bought this material (used to adjust prices)
  • priceChecksSinceLastPlayerSale: How many price checks where done since last time player sold this material (used to skip price adjustments for materials that are actively being traded)
  • priceChecksSinceLastPurchase: How many price checks where done since last time player bought this material (used to skip price adjustments for materials that are actively being traded)
  • purchasePriceMin: Minimum unit purchase price a material can get (not updated for existing stock). Default: corresponding value in shop node.
  • purchasePriceMax: Maximum unit purchase price a material can have (not updated for existing stock). Default: corresponding value in shop node.
  • stockPerPurchasePrice
    • (Purchase price. Multiple nodes.): Defines the price this material can be bought for. There can be many prices and each have their own stock amount. Cheapest one with stock will be used when player is buying the material. Node is the price and value is the stock amount. The price uses comma as decimal separator and absolutely must have exactly 2 decimals and no forezeroes! The value uses dot as decimal separator, but only materials that take damage should use decimals.

Comments

Posts Quoted:
Reply
Clear All Quotes