DtlTraders/patterns: Difference between revisions

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== '''NOTICE''' ==
Patterns have not been implemented into vr. 3.0 yet!
== Overview ==
== Overview ==


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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.
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 ==
== Item syntax ==
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<div style="display:table-cell;width:120px;"><p style="margin:0px;padding:2px 10px;"><b>Example</b></p>
<div style="display:table-cell;width:120px;"><p style="margin:0px;padding:2px 10px;"><b>Example</b></p>
</div>
</div>
</div><!-- base -->
</div>
 
<!-- base -->
<div style="display:table;width:100%">
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:solid 1px"><!-- Cell -->
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<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">wool:14</code></p>
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">wool:14</code></p>
</div>
</div>
</div><!-- amount -->
</div>
 
<!-- 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>
 
<!-- amount -->
<div style="display:table;width:100%">
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
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<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">a:1,2,4</code></p>
<p style="margin:0px;padding:2px 10px"><code style="margin:0px;display:block">a:1,2,4</code></p>
</div>
</div>
</div><!-- durability -->
</div>
 
<!-- durability -->
<div style="display:table;width:100%">
<div style="display:table;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
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<p style="margin:0px"><code style="padding: 5px 10px;display:block">d:22</code></p>
<p style="margin:0px"><code style="padding: 5px 10px;display:block">d:22</code></p>
</div>
</div>
</div><!-- price -->
</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;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
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<p style="margin:0px"><code style="padding: 5px 10px;display:block">p:12.22</code></p>
<p style="margin:0px"><code style="padding: 5px 10px;display:block">p:12.22</code></p>
</div>
</div>
</div><!-- Slot -->
</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;width:100%">
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
<div style="display:table-cell;width:160px;background-color: #F9F9F9;border-top:dashed 1px red"><!-- Cell -->
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</div>
</div>
</div>
</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.




== Pricing patterns ==
There are two exceptions in this rule.


=== Basics ===
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)''


An example of a basic ''pricing pattern'':
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.
<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
default:


<span>  prices: </span>
<span>    all: </span>
<span>      multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">1.0</tt></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>    buy: </span>
<span>      multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.9</tt></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></div>


An price for an item is set by the follow syntax <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">'id[:data]: {price}</tt><br />
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.
so typing <b>35: 3.0</b> sets the price for any wool collor, to 3.0$, where <b>'35:0': 4.0</b> sets the price only for the white wool to 4.0$.


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.<br>
<strong>Examples:</strong>
<br>
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.<br>
<br>
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.<br>
<br>
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 ===
<code>wool:14</code> - will add to the traders stock a red wool block.


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'''!
<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'''.


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:
<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%.




* 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


==== Price patterns ====


Tiers are defined after the pattern and have exactly the same structure.
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.  
<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
default:
<span>  prices: </span>
<span>    all: </span>
<span>      multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">1.0</tt></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>    buy: </span>
<span>      multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.9</tt></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>    tier1: </span>
<span>      all: </span>
<span>        multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.9</tt></span>
<span>      sell: </span>
<span>        2: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">0.11</tt></span>
<span>      buy: </span>
<span>        multiplier: <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">1.1</tt></span>
</span></div>


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


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 :)
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.


=== Simple pattern example ===


<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
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:
default:
<span>  inherits: </span>
<span>  - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">global_prices</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>


==== Notes ====
<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>


The '''all''', '''sell''' and '''buy''' sections, behaves like for price patterns.


Keywords might be set up in any order, so you may write


<span>   - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">2 s:17 a:32,54</tt></span>
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


or


<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">2 a:32,54 s:17</tt></span>
===== Tiers =====


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.
===== Tier tags (whats the difference?) =====


=== More examples ===


==== Durability trick ====
<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
default:
<span>  inherits: </span>
<span>  - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">global_prices</tt></span>
<span>  items: </span>
<span>    buy: </span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">271 d:32 p:10 s:0 a:1</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">271 d:22 p:50 s:0 a:1</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">271 d:11 p:100 s:0 a:1</tt></span>
</span></div>


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.
===== Advanced matching =====


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 ====
===== Matching informations =====
<div style="border: solid 1px black;padding:10px;padding-top:0px"><span style="white-space: pre;color:darkgreen;">
default:
<span>  inherits: </span>
<span>  - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">global_prices</tt></span>
<span>  prices: </span>
<span>    buy: </span>
<span>      '35':<tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">13</tt></span>
<span>  items: </span>
<span>    buy: </span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">17 s:0 a:2 sp</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">17:1 s:0 a:2 sp</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">17:2 s:0 a:2 sp</tt></span>
<span>    - <tt style="color:black;background-color: #F8F8E0;border: solid 1px black;padding:0px 1px">17:3 s:0 a:2 sp</tt></span>
</span></div>


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.
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.


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


Without '''Stackprice''' the price would be multiplied by the amount, so '''13$ * 2 = 26$''' for 2 logs.
==== Item patterns ====


Moreover, we got here inherited '''global_prices''' pattern, but when we set up a price within this pattern it will override the ''inherited'' price.


Soon.


== 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.
===== Lores =====
#  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.
Soon :)


== Navigation ==
== Navigation ==

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 :)

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