DtlTraders/patterns: Difference between revisions
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Market patterns are from up now not hard to to setup, mainly there are only two requirements to make a '''Market trader''' working in the right way. | Market patterns are from up now not hard to to setup, mainly there are only two requirements to make a '''Market trader''' working in the right way. | ||
# | # Set the items up in your trader based on what you want him to buy, the items you set are what he will buy from the player and turn around to sell back to other players. | ||
# Because items that was bought needs a price it's needed to always set the '''prices => sell''' section with prices for items the trader may buy. | # Because items that was bought needs a price it's needed to always set the '''prices => sell''' section with prices for items the trader may buy. | ||
Revision as of 22:37, 25 January 2013
Overview
Every pattern is saved in the patterns.yml file located in the plugin's main folder. (plugins/DtlCitizensTrader)
You can change the directory in the configuration file.
There are 3 types of patterns:
- Pricing patterns
Sets item prices and pricing tiers.
- Item patterns
Will add certain items to the trader's stock.
By using item patterns you can also set two items in the same slot and each can have a different function. An example of this can be found below.
- Market traders
A special pattern used by market traders. It has a different construction so care has to be taken to set it up properly.
Pricing and Item patterns may be mixed so you can create a pricing and items pattern within one pattern.
Pricing patterns
Basics
An example of a basic pricing pattern:
default:
prices: all: multiplier: 1.0 35: 1.5 '35:2': 2.0 sell: 1: 0.33 2: 0.66 3: 0.99 buy: multiplier: 0.9 1: 0.33 2: 0.66 3: 0.99
An price for an item is set by the follow syntax 'id[:data]: {price}
so typing 35: 3.0 sets the price for any wool collor, to 3.0$, where '35:0': 4.0 sets the price only for the white wool to 4.0$.
In the all section you can set item price for both buying and selling. To change the item's value depending on the transaction type you can use the sell and buy sections.
The multiplier is used to quickly change prices. By using this setting you can adjust prices on the server scale just by setting a single number. You could for example lower the value of any offered item by setting multiplier to 0.9 - every price would then be reduced by 10%. When no multiplier is set the value defaults to 1.0.
Multipliers set in the sell or buy sections have higher priority than those set in the all section. In the above example 0.9 set in the buy block overrides 1.0 set in the all section.
When dealing with blocks that use additional data value such as colored wool keep in mind that you can, for example, set the price of any wool by using 35: <price>. Changing that line to '35:0': <price> would only apply to white wool. Moreover if you set the general price for wool (35: <price1>) and then assign a different price to the white wool ('35:0': <price2>) then the more specific assignment has priority. In this case every wool block would cost <price1> with the exception of white wool which would be set to <price2>.
Tiers
Tiers allow you to define multiple patterns and apply them automatically depending on the user's permissions. Each tier can have a different multiplier and/or item prices. Tiers cannot be set for item patterns!
For example creating two tiers - tier1 with sell multiplier set to 0.9, and tier2 with sell multiplier set to 0.8 will have the following effect:
- players without any permission would see all prices by default with default multipliers
- players with the permission dtl.trader.tiers.tier1 will have overridden only those prices you got in tier 1
- players with the permission dtl.trader.tiers.tier2 will have overridden only those prices you got in tier 2
- players with both permissions will have overridden first all prices from tier 1 and the from tier 2
- multipliers are always overridden, so when the default multiplier is set to 1.2 and non is set for a tier the multiplier will be set to 1.0 because it's default always for each tier/pattern
Tiers are defined after the pattern and have exactly the same structure.
default: prices: all: multiplier: 1.0 35: 1.5 '35:2': 2.0 sell: 1: 0.33 2: 0.66 3: 0.99 buy: multiplier: 0.9 1: 0.33 2: 0.66 3: 0.99 tier1: all: multiplier: 0.9 sell: 2: 0.11 buy: multiplier: 1.1
Item patterns
Item patterns are used to set up really fast and easily traders, they might be mixed with pricing patterns allowing to create a really nice system, also working now on setting multiple patterns to one trader, so you can set prices within one pattern and items for many traders within another :)
Item syntax
This sound horrible, I know, but it's best way to explain it in two words :D
Every item within a pattern is build up by some keywords and flags you may use, many options you can't achieve with a basic trader setup are here allowed, but you need to be carefully.
Keywords
Item setting
Keyword
Description
Example
Item amounts
a
Sets the amounts for that item, if specified more than one it will use the multiple items window, default: 1
a:1,2,4
Durability
d
Sets the items durability, default: 0
d:22
Price
p
Sets the price for the item, default: pattern price
p:12.22
Slot
s
Sets the slot for the item, default: first empty
s:22
Enchants
e
Sets enchantments for an item, default: none
e:16/3,17/30
Global limits
gl
Sets a global limit for that item, default: no limit
gl:0/30/3600
Player limits
pl
Sets a per player limit for that item, default: no limit
pl:0/30/3600
Stored enchants
se
Sets one one enchant for a enchanted book item, default: none
se:16/7
Name
n
Sets the name for an item, (white space char is replaced with [&]), default: none
n:Item[&]Name
Stack price flag
sp
Sets a flag if the price should be set for the whole stack, when set, amounts will use only the first amount, default: disabled
sp
Check enchantments flag I
ce
Sets a flag if the an item should be checked by its enchantments, returns true if all enchantments are equal (without level) default: disabled
ce
Check enchantments flag II
cel
Sets a flag if the an item should be checked by its enchantments, returns true if all enchantments are equal (with level) default: disabled
cel
Simple pattern example
default: inherits: - global_prices items: all: - 35:1 a:1,2,4 s:-1 - 35:2 a:1,2,4 s:-1 - 35:3 a:1 s:-1 - 35:4 a:2 s:-1 p:11 - 1 a:32 s:8 - 2 a:32,54 s:17 buy: - 5 p:5 s:-1 a:18 - 35:0 s:-1 a:8,4,2,1
Notes
The all, sell and buy sections, behaves like for price patterns.
Keywords might be set up in any order, so you may write
- 2 s:17 a:32,54
or
- 2 a:32,54 s:17
it's still the same.
If you set an item with the same id and data like in the pattern, it wont add the item from the pattern, however you may set multiple items with the same id and data in the pattern.
Also we inherit here a pricing pattern that is named global_prices, it's just a regular pattern with prices for each item in-game, I've used it here to avoid setting a price for each item, and to show how to set it, if you set more than 1 pattern, the last one is the most important one.
More examples
Durability trick
default: inherits: - global_prices items: buy: - 271 d:32 p:10 s:0 a:1 - 271 d:22 p:50 s:0 a:1 - 271 d:11 p:100 s:0 a:1
You may set different prices depending on the durability loss of an item. The trick is to set each item on the same slot, starting with the most damaged one.
Anything that is more damaged that than the first can't be sold to the trader.
Important is to set the price for each item by yourself, because there is no way to set different prices for damaged items.
Grouping items for sell
default: inherits: - global_prices prices: buy: '35':13 items: buy: - 17 s:0 a:2 sp - 17:1 s:0 a:2 sp - 17:2 s:0 a:2 sp - 17:3 s:0 a:2 sp
This setup will set all 4 Log types into one slot, and this might be considered as a "Log group", the price is determined here in the prices section.
Because we have set for those items amount 2, and the Stackprice flag, people can sell only a minimum of 2 logs to that trader, and will get for 2 logs 13$.
Without Stackprice the price would be multiplied by the amount, so 13$ * 2 = 26$ for 2 logs.
Moreover, we got here inherited global_prices pattern, but when we set up a price within this pattern it will override the inherited price.
Market patterns
Market patterns are from up now not hard to to setup, mainly there are only two requirements to make a Market trader working in the right way.
- Set the items up in your trader based on what you want him to buy, the items you set are what he will buy from the player and turn around to sell back to other players.
- Because items that was bought needs a price it's needed to always set the prices => sell section with prices for items the trader may buy.
How you set prices for items he buys, it's your thing, you just need to remember about those two things.
Example
default: inherits: - global_prices items: buy: - 17 a:2 sp - 5 a:2 sp - 3 a:2 sp - 35 a:2 sp
Such a pattern will cause to sell to the trader always 2 items.
So those 2 items will appear in the sell section after they are sold :)
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