DtlTraders/patterns: Difference between revisions

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I will show here a simple pattern example how it works and how it reacts in the manager mode.
== '''NOTICE''' ==
Patterns have not been implemented into vr. 3.0 yet!


== Item format ==
== Overview ==
<p style="color:red">I will make a better description when I will have some more time</p>


First we need to know how to add an item to the ''pattern''.
Every pattern is saved in the ''patterns.yml'' file located in the plugin's main folder. (plugins/DtlCitizensTrader)<br /> You can change the directory in the configuration file.
The item format looks like this


<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">id[:data] [d:durability] [a:amount,...] [e:id/lvl,...] [s:slot] [p:price] [sp]</tt>


With the following format we can set the items ID, Data, Durability, Enchants (by ID, I will change this), amounts, price, slot, stack price (sp)
There are 2 types of patterns:


I will explain each argument so everything should be clear.
- ''Pricing patterns''<br>
Sets item prices and pricing tiers.


=== Item id and data ===
- ''Item patterns''<br>
As we see first we got the item id, it's the only required think in that string any other arguments got their default values We can specify also the data value of the given item bu adding '':data'' to the '''id''', so setting ''35:2'' as in the example will give us a colored wool.
Will add certain items to the trader's stock, also has item tiers.


=== Durability ===
Next we got the '''d:''' prefix, this prefix says how damaged should that item be. You can find a durability table here for different tools and armors [http://www.minecraftwiki.net/wiki/Item_Durability here].


=== Amounts ===
Incoming a third pattern type with 2.6 (long way to it):
The '''a:''' prefix says us what amount should have the item and if we set more amounts after a comma it will automatically jump into the ''multiple amounts'' selection.


=== Enchants ===
- ''random patterns''  
Using the '''e:''' prefix is very dangerous, because if you don't know a given enchants ''id'' setting any random value may be unavailable for that item and cause huge errors (going to change this). For example setting ''sharpness'' for a ''helmet'' will cause an error.  
Those will allow to set maximum items a trader can have showd in stock (like 10 of 20), also set timeouts, "spawn chance", amount and price chances that will be used on each item when it's timeout passed.


=== Slot ===
'''s:''' prefix is used to determine the items position in the traders inventory. Setting it to -1 will make if to use the first empty slot. <br />
'''Note:''' It may be that items will use the same slot. Setting items in this order <br />
<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">- 3 s:-1</tt><br />
<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">- 3 s:0</tt><br />
will cause to use the same slot. This issue is because before we set the second item we are looking for an empty slot, the result is ''0'', so the first item will take this slot, after that the second item is going to be initialized and it will use the ''[s:0]'' because it's set so. (Fixed in incoming version 1.9.5)


=== Price ===
All patterns are based on one syntax that is used to build item scripts. Those scripts are used by each pattern type, just each pattern type uses it in another way.
Price managing has been changed a bit from now. Every item added to a traders inventory has got the ''pattern listen'' flag, what causes the item to get the price from the pattern the trader is using, this flag is taken down when the price has been changed manually or when the loaded string contains the ''p:'' prefix. Using the '''[sp]''' flag will cause the price to be applied to the whole stack amount, not for each item.


== Prices format ==
== Item syntax ==
this format is very simple. It uses two conditions and they are easy to understand. So when we got <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35: 2.22</tt> it tells us that every item with the ID: 35 will get that price, so not only the while wool but also any collored wool that we have added to the stock and not edited it's price. But when we set it in that way <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">'35:0': 2.22</tt> the price will only apply to the white wool.


This sound horrible, I know, but it's best way to explain it in two words :D


== Pattern example ==
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 careful.
Here I've made a pattern example


<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
=== Keywords ===
default:
<span>  prices: </span>
<span>    all: </span>
<span>      35: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">1.5</tt></span>
<span>      '35:2': <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">2.0</tt></span>
<span>    sell: </span>
<span>      1: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.33</tt></span>
<span>      2: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.66</tt></span>
<span>      3: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.99</tt></span>
<span>  items: </span>
<span>    all: </span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35:1 a:1,2,4 s:-1</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35:2 a:1,2,4 s:-1</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35:3 a:1 s:-1</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35:4 a:2 s:-1 p:11</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">1 a:32 s:8</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">2 a:32,54 s:17</tt></span>
<span>    buy: </span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">5 p:5 s:-1 a:18</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35:0 s:-1 a:8,4,2,1</tt></span>
</span></div>


When we apply this pattern to a trader he will automatically buy and sell ''Grass'', ''Stone'', and four different ''wools'' (orange, magneta, light blue, yellow). He will also buy 2 more items than sell ''Wooden planks'' and ''white wool''.
<div style="width:100%;vertical-align:top">
The basic wool ''price'' is set to '''1.5''', by using the ''prices'' section. <br />
<div style="display:table;width:100%">
<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">35: 1.5</tt><br />
<div style="display:table-cell;width:160px;border-right:solid 1px black"><p style="margin:0px;padding:2px 10px;"><b>Item setting</b></p>
But we also got a specific price for the magneta wool found here<br />
</div>
<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">'35:2': 2.0</tt><br />
<div style="display:table-cell;width:110px;border-right:solid 1px"><p style="margin:0px;padding:2px 10px;"><b>Keyword</b></p>
</div>
<div style="display:table-cell;width:220px;border-right:solid 1px"><p style="margin:0px;padding:2px 10px;"><b>Price pattern</b></p>
</div>
<div style="display:table-cell;width:280px;border-right:solid 1px black"><p style="margin:0px;padding:2px 10px;"><b>Item pattern</b></p>
</div>
<div style="display:table-cell;width:120px;"><p style="margin:0px;padding:2px 10px;"><b>Example</b></p>
</div>
</div>


Because we didn't specified a price for ''Wooden planks'' we have specified it right within the ''item string''<br />
<!-- base -->
<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">5 <b>p:5</b> s:-1 a:18</tt>
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">ID and data</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">id[:data]</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">Looks for items with the given id and/or data, <b>priority: 130</b></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">Sets the item id, and when set also the data <b>default: required!</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">wool:14</code></p>
</div>
</div>


Ass you see slots are specified so no item will cover another.
<!-- name -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Name</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">n</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">matches the item by the given name, <strong>priority: 300</strong></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the item name, <b>default: nothing</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">n:A Item</code></p>
</div>
</div>


We have specified a additional price for a ''dirt'' block. Now when we will put into this trader an dirt block in the '''sell stock''' it will get automatically this price.
<!-- amount -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">Item amount</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">a</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">Looks for items with the given amount, <b>priority: 5</b></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">Sets one or more amounts for an item, <b>default: 1</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">a:1,2,4</code></p>
</div>
</div>


I hope it's not too weird to understand. Me or '''Lethe''' will change this description in the next few days, but for now I hope it's Ok.
<!-- durability -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Durability</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">d</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Looks for items with the given or higher durability, <b>priority: 45</b></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the items durability, <b>default: 0</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">d:22</code></p>
</div>
</div>
 
<!-- tier -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Tier</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">t</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Matches items only in the given <strong>item</strong> tier, <b>priority: 25</b></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">not used</code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">t:vip_tier</code></p>
</div>
</div>
 
<!-- color -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Color</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">c</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">matches by the given color, <strong>priority: 5</strong>, <strong>leather armor only</strong></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the color for a leather armor item. Uses RGB values separated by <strong>^</strong>, <strong>leather armor only</strong></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">c:255^210^24</code></p>
</div>
</div>
 
<!-- enchantment -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Enchants</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">e</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Checks if the item has the same enchants, <strong>priority: 5</strong></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets enchantments for an item, <b>default: none</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">e:smite/3</code></p>
</div>
</div>
 
<!-- Stored enchants -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Stored enchants</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">se</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Checks if the item has the same stored enchants, <strong>priority: 5</strong></code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets enchantments for a enchanted book item, <b>default: none</b>, <strong>enchanted book only</strong></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">se:smite/7</code></p>
</div>
</div>
 
<!-- price -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Price</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">p</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the price for each matching item, overriding lower priority matches</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the price for the given item, <b>default: pattern price</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">p:12.22</code></p>
</div>
</div>
 
<!-- multiplier -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Multiplier</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">m</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the multiplier for each matching item, overriding lower priority matches</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the multiplier for the given item, <b>default: pattern multiplier</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">m:0.9</code></p>
</div>
</div>
 
<!-- fireworks -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Firework</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">f</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">not used</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets firework data for a firework item, <strong>firework only</strong></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">---</code></p>
</div>
</div>
 
<!-- global limit -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Global limit</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">gl</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">not used</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets a limit for this item, <strong>default: none</strong></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">gl:limit/timeout</code></p>
</div>
</div>
 
<!-- player limit -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Player limit</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">pl</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">not used</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets a limit for each player for this item, <strong>default: none</strong></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">pl:limit/timeout</code></p>
</div>
</div>
 
<!-- Slot -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Slot</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">s</code></p>
</div>
<div style="display:table-cell;width:220px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Not used</code></p>
</div>
<div style="display:table-cell;width:280px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">Sets the slot for the item, <b>default: first empty</b></code></p>
</div>
<div style="display:table-cell;width:120px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px"><code style="padding: 5px 10px;display:block">s:22</code></p>
</div>
</div>
 
</div>
 
----
 
 
 
=== Flags ===
 
<div style="width:100%;vertical-align:top">
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;border-right:solid 1px black"><p style="margin:0px;padding:2px 10px;"><b>Item flag</b></p>
</div>
<div style="display:table-cell;width:110px;border-right:solid 1px"><p style="margin:0px;padding:2px 10px;"><b>flag</b></p>
</div>
<div style="display:table-cell;width:620px;border-right:solid 1px black"><p style="margin:0px;padding:2px 10px;"><b>Item pattern</b></p>
</div>
</div>
 
<!-- lore -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">Item Lore</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">lore</code></p>
</div>
<div style="display:table-cell;width:620px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">This flag allows you to add lores to your item. It needs always to be set on the end of a item definition and needs to end with <strong>:</strong>. If used always supply a lore. How it should look like will be shown later.</code></p>
</div>
</div>
 
<!-- stack price -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">Stack price</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">sp</code></p>
</div>
<div style="display:table-cell;width:620px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">The price calculated for this item, is always applied to the whole stack, not to each item. <strong>example: </strong> price = 3$ | amount = 2 | without sp: 2*3$ = 6$ | with sp: 3$, so 1.5$ for each </code></p>
</div>
</div>
 
<!-- Pattern multiplier -->
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">Pattern multiplier</code></p>
</div>
<div style="display:table-cell;width:110px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block"><strong>pm</strong> or <strong>!pm</strong></code></p>
</div>
<div style="display:table-cell;width:620px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block;">Forces to use or to ignore pattern multiplier matches</code></p>
</div>
</div>
 
</div>
 
----
 
 
 
=== Basic syntax ===
 
----
 
==== All patterns ====
 
Each patterns starts with a name, that you will use in-game to assign them to your traders. That name may be as long as you wish, just you should only use letters, numbers and use this character `'''_'''` instead of a whitespace.
 
Also each pattern from up now needs to have a type specified, so the pattern loader knows how to read it.
So far there are only 2 types, '''price''', and '''item'''. I think it's obvious.
 
Beside the type node all patterns got 3 additional nodes: "all", "sell", "buy". These nodes applies entries either to both sell and buy stocks, or just to one of them.
 
 
Empty pattern example:
 
<code>
  pattern_name:
    type: pattern_type
    all:
    - ...
    sell:
    - ...
    buy:
    - ...
</code>
 
<hr />
 
Each entry in a pattern has the same syntax that looks like this and it should be always done like this:
 
<code>id[:data] [keywords...] [flags...] [n:...]  [lore:]</code>
 
As in the example best way is to set after the ID all keywords then flags.
 
 
There are two exceptions in this rule.
 
The '''name''' keyword is best used on the end because you don't need to worry about that it will interpret any other keyword or flag as a item name part. But if you want you don't need to set it on the end just '''remember to always add two spaces''' after the item name. ''(the example shows that with the '''lore''' flag)''
 
The '''lore''' flag needs always to be on the end, it's a '''YAML''' syntax requirement, that will allow us to add lores easily to the item.  
 
 
It's really simple to add items to a pattern, just need type their name or ID, and data if needed, all other values got their default values or behavior, so you don't need to be afraid that you may forget to set something for an item and it will break the pattern. 
 
<strong>Examples:</strong>
 
<code>wool:14</code> - will add to the traders stock a red wool block.
 
<code>wool s:3 n:My white wool</code> - will add to the traders stock a wool block, at slot 3 named '''My white wool'''.
 
<code>276 d:80% e:smite/2 p:1000</code> - will add to the traders stock a diamond sword, with smite level 2, price 1000 and durability 80%.
 
 
 
==== Price patterns ====
 
Generally a price pattern allows you to set prices and multipliers for items a trader has in stock. Each item entry in a price pattern is considered as a matching pattern, this is going to be used to match items the trader has in stock and set their prices and multipliers.
 
Each match may have another priority, with the rule: the greater priority wins.
 
Easies and most common used are these patterns as a global price file. So you setup all prices for each item in-game, and just add this pattern to each Trader. Now the only thing you need to do is to add items to his stock and thats it. No more price setting :P Prices are going to be set automatically for each player.
 
Because there is also the possibility to create '''tiers''' in these patterns, you may create vip groups that have lower prices (easily done by setting just the multiplier for a tier). To apply prices from a tier, the player needs to have a permission to '''"use"''' that tier.
 
 
Lets say we go a price pattern for all items in-game (going to name this "global-prices" from up now), and we want to set the multiplier to '''0.9''' for all of them except logs:
 
<code>
  - ...
  // because we just set the multiplier, it will be set for all items in this pattern, priority match is equal to 0
  - m:0.9
  // here we add additional information to match items with id 17 (logs), and because this match is higher (equals 130), it will override the 0.9 global multiplier for logs
  - 17 m:1.0
</code>
 
 
 
Another price pattern example:
 
<code>
  price_pattern:
    type: price
    all:
    - m:1.0
    - dirt p:0.55
    - wool p:4.42
    sell:
    - m:1.0
    - log p:3.33
    - wool m:1.1
    buy:
    - wool m:0.9
</code>
 
This pattern will set buy and sell prices for dirt and wool blocks, and just sell price for logs. We also told the pattern to use for all items a multiplier of '''1.0''', except for wool, that got a multiplier while selling (to a player) '''1.1''', and selling to a trader is like '''0.9''' of the base price.
 
Only this allows you for much more possibilities than the old system :P
 
 
===== Tiers =====
 
 
 
===== Tier tags (whats the difference?) =====
 
 
 
===== Advanced matching =====
 
 
 
===== Matching informations =====
 
What tags and item information can be matched can be found in the table on the beginning, there is also information provided, how does the priority grows when a specific keyword is used.
 
As because this is not the release version there are going to be many changes to the matching system. Any ideas are always welcome :)
 
==== Item patterns ====
 
 
Soon.
 
 
===== Lores =====
 
Soon :)
 
== Navigation ==
 
{| class="wikitable" style="text-align: center; width: 500px"
|-
! style="width: 100%; background-color:#ADD8E6" colspan="2" | '''DtlTraders'''
|-
| Configuration || | <!--[http://wiki.citizensnpcs.com/DtlTraders/config Configuration] |--> [http://wiki.citizensnpcs.com/DtlTraders/Commands Commands] | [http://wiki.citizensnpcs.com/DtlTraders/permissions Permissions] <!--| [http://wiki.citizensnpcs.com/DtlTraders/locale Locale] -->
|-
| Usage || | <!--[http://wiki.citizensnpcs.com/DtlTraders/managing Managing] | [http://wiki.citizensnpcs.com/DtlTraders/trading Trading] | [http://wiki.citizensnpcs.com/DtlTraders/banking Banking] | -->[http://wiki.citizensnpcs.com/DtlTraders/patterns Patterns]
|-
| Types || | <!--[http://wiki.citizensnpcs.com/DtlTraders/traders Traders] | [http://wiki.citizensnpcs.com/DtlTraders/bankers Bankers] | [http://wiki.citizensnpcs.com/DtlTraders/auctionhouse Auction House] | [http://wiki.citizensnpcs.com/DtlTraders/wallets Wallets]-->
|}

Latest revision as of 16:45, 3 June 2013

NOTICE

Patterns have not been implemented into vr. 3.0 yet!

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 2 types of patterns:

- Pricing patterns
Sets item prices and pricing tiers.

- Item patterns
Will add certain items to the trader's stock, also has item tiers.


Incoming a third pattern type with 2.6 (long way to it):

- random patterns Those will allow to set maximum items a trader can have showd in stock (like 10 of 20), also set timeouts, "spawn chance", amount and price chances that will be used on each item when it's timeout passed.


All patterns are based on one syntax that is used to build item scripts. Those scripts are used by each pattern type, just each pattern type uses it in another way.

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 careful.

Keywords

Item setting

Keyword

Price pattern

Item pattern

Example

ID and data

id[:data]

Looks for items with the given id and/or data, priority: 130

Sets the item id, and when set also the data default: required!

wool:14

Name

n

matches the item by the given name, priority: 300

Sets the item name, default: nothing

n:A Item

Item amount

a

Looks for items with the given amount, priority: 5

Sets one or more amounts for an item, default: 1

a:1,2,4

Durability

d

Looks for items with the given or higher durability, priority: 45

Sets the items durability, default: 0

d:22

Tier

t

Matches items only in the given item tier, priority: 25

not used

t:vip_tier

Color

c

matches by the given color, priority: 5, leather armor only

Sets the color for a leather armor item. Uses RGB values separated by ^, leather armor only

c:255^210^24

Enchants

e

Checks if the item has the same enchants, priority: 5

Sets enchantments for an item, default: none

e:smite/3

Stored enchants

se

Checks if the item has the same stored enchants, priority: 5

Sets enchantments for a enchanted book item, default: none, enchanted book only

se:smite/7

Price

p

Sets the price for each matching item, overriding lower priority matches

Sets the price for the given item, default: pattern price

p:12.22

Multiplier

m

Sets the multiplier for each matching item, overriding lower priority matches

Sets the multiplier for the given item, default: pattern multiplier

m:0.9

Firework

f

not used

Sets firework data for a firework item, firework only

---

Global limit

gl

not used

Sets a limit for this item, default: none

gl:limit/timeout

Player limit

pl

not used

Sets a limit for each player for this item, default: none

pl:limit/timeout

Slot

s

Not used

Sets the slot for the item, default: first empty

s:22



Flags

Item flag

flag

Item pattern

Item Lore

lore

This flag allows you to add lores to your item. It needs always to be set on the end of a item definition and needs to end with :. If used always supply a lore. How it should look like will be shown later.

Stack price

sp

The price calculated for this item, is always applied to the whole stack, not to each item. example: price = 3$ | amount = 2 | without sp: 2*3$ = 6$ | with sp: 3$, so 1.5$ for each

Pattern multiplier

pm or !pm

Forces to use or to ignore pattern multiplier matches



Basic syntax


All patterns

Each patterns starts with a name, that you will use in-game to assign them to your traders. That name may be as long as you wish, just you should only use letters, numbers and use this character `_` instead of a whitespace.

Also each pattern from up now needs to have a type specified, so the pattern loader knows how to read it. So far there are only 2 types, price, and item. I think it's obvious.

Beside the type node all patterns got 3 additional nodes: "all", "sell", "buy". These nodes applies entries either to both sell and buy stocks, or just to one of them.


Empty pattern example:

 pattern_name:
   type: pattern_type
   all:
   - ...
   sell:
   - ...
   buy:
   - ...


Each entry in a pattern has the same syntax that looks like this and it should be always done like this:

id[:data] [keywords...] [flags...] [n:...] [lore:]

As in the example best way is to set after the ID all keywords then flags.


There are two exceptions in this rule.

The name keyword is best used on the end because you don't need to worry about that it will interpret any other keyword or flag as a item name part. But if you want you don't need to set it on the end just remember to always add two spaces after the item name. (the example shows that with the lore flag)

The lore flag needs always to be on the end, it's a YAML syntax requirement, that will allow us to add lores easily to the item.


It's really simple to add items to a pattern, just need type their name or ID, and data if needed, all other values got their default values or behavior, so you don't need to be afraid that you may forget to set something for an item and it will break the pattern.

Examples:

wool:14 - will add to the traders stock a red wool block.

wool s:3 n:My white wool - will add to the traders stock a wool block, at slot 3 named My white wool.

276 d:80% e:smite/2 p:1000 - will add to the traders stock a diamond sword, with smite level 2, price 1000 and durability 80%.


Price patterns

Generally a price pattern allows you to set prices and multipliers for items a trader has in stock. Each item entry in a price pattern is considered as a matching pattern, this is going to be used to match items the trader has in stock and set their prices and multipliers.

Each match may have another priority, with the rule: the greater priority wins.

Easies and most common used are these patterns as a global price file. So you setup all prices for each item in-game, and just add this pattern to each Trader. Now the only thing you need to do is to add items to his stock and thats it. No more price setting :P Prices are going to be set automatically for each player.

Because there is also the possibility to create tiers in these patterns, you may create vip groups that have lower prices (easily done by setting just the multiplier for a tier). To apply prices from a tier, the player needs to have a permission to "use" that tier.


Lets say we go a price pattern for all items in-game (going to name this "global-prices" from up now), and we want to set the multiplier to 0.9 for all of them except logs:

 - ...
 // because we just set the multiplier, it will be set for all items in this pattern, priority match is equal to 0
 - m:0.9
 // here we add additional information to match items with id 17 (logs), and because this match is higher (equals 130), it will override the 0.9 global multiplier for logs
 - 17 m:1.0


Another price pattern example:

 price_pattern:
   type: price
   all:
   - m:1.0
   - dirt p:0.55
   - wool p:4.42 
   sell:
   - m:1.0
   - log p:3.33
   - wool m:1.1
   buy:
   - wool m:0.9

This pattern will set buy and sell prices for dirt and wool blocks, and just sell price for logs. We also told the pattern to use for all items a multiplier of 1.0, except for wool, that got a multiplier while selling (to a player) 1.1, and selling to a trader is like 0.9 of the base price.

Only this allows you for much more possibilities than the old system :P


Tiers
Tier tags (whats the difference?)
Advanced matching
Matching informations

What tags and item information can be matched can be found in the table on the beginning, there is also information provided, how does the priority grows when a specific keyword is used.

As because this is not the release version there are going to be many changes to the matching system. Any ideas are always welcome :)

Item patterns

Soon.


Lores

Soon :)

Navigation

DtlTraders
Configuration Commands | Permissions
Usage Patterns
Types