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Shop Configuration
Making a new shop menu
ArenaType: EXAMPLE: DefinedMaterial: OPEN_FIRST_MENU: Material: CHEST Name: '&bOpens First Menu' Action: OPEN_MENU MenuName: FIRST_MENU OPEN_SECOND_MENU: Material: ENDER_CHEST Name: '&bOpens Second Menu' Action: OPEN_MENU MenuName: SECOND_MENU DEFINED_WOOL: Material: WOOL Amount: 16 Name: '&eWool' Lore: - '&7Cost: &f4 Iron' - '' - '&7Great for bridging across' - '&7islands. Turns into your team''s' - '&7color.' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 4 Price-Material: IRON_INGOT Receive: ITEM: WOOL: Material: WOOL Amount: 16 PERMANENT_DIAMOND_ARMOR: Action: 'BUY_UPGRADE' Tier: 1: Material: DIAMOND_BOOTS Name: '&ePermanent Diamond Boots' Lore: - '&7Cost: &a6 Emerald' - '' - '&7Diamond leggings and boots which' - '&7you will always crush with.' - '' - <hasEnoughResources> Price: 6 Price-Material: EMERALD Receive: ITEM: DIAMOND_LEGGINGS: Permanent: true Material: DIAMOND_LEGGINGS DIAMOND_BOOTS: Permanent: true Material: DIAMOND_BOOTS Maxed: InheritsTier: '1' Lore: - '&7Cost: &a6 Emerald' - '' - '&7Diamond leggings and boots which' - '&7you will always crush with.' - '' - '&aUNLOCKED' MainMenu: FIRST_MENU Menu: FIRST_MENU: InventorySize: 54 InventoryName: '&eFirst menu' Contents: 1: Slot: 0,1,2,3,4,5,6,7,8 DefinedMaterial: OPEN_SECOND_MENU 2: Slot: 10 DefinedMaterial: DEFINED_WOOL 3: Slot: 11 DefinedMaterial: PERMANENT_DIAMOND_ARMOR 4: Slot: 12 Material: WOOD Amount: 16 Name: '&eWOOD' Lore: - '&7Cost: &64 Gold' - '' - '&7Good block to defend your bed' - '&7Strong against pickaxes.' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 4 Price-Material: GOLD_INGOT Receive: ITEM: WOOD: Material: WOOD Amount: 16 SECOND_MENU: InventorySize: 54 InventoryName: '&eSecond menu' Contents: 1: Slot: 0,1,2,3,4,5,6,7,8 DefinedMaterial: OPEN_FIRST_MENU 2: Slot: 10 DefinedMaterial: DEFINED_WOOL 3: Slot: 11 DefinedMaterial: PERMANENT_DIAMOND_ARMOR ENDER_STONE: Slot: 12 Material: ENDER_STONE Amount: 16 Name: '&eEnd Stone' Lore: - '&7Cost: &f4 Iron' - '' - '&7Great for protecting your bed' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 4 Price-Material: IRON_INGOT Receive: ITEM: FIRST_RECEIVED_ITEM: Material: ENDER_STONE Amount: 16
How it looks: https://youtu.be/cCVyQBVLxMM
To set this shop path of an arena you'll use /bedwars setShopPath <arenaName> EXAMPLE
New Menu
If you create a new menu, it must have the format:
ArenaType: DEFAULT: Menu: EXAMPLE_MENU: InventorySize: 54 InventoryName: '&cExample' Contents: NETHER-STAR: Slot: 0 Material: NETHER_STAR
Action Type
Path | Explanation | Example | Optional/Can be removed |
---|---|---|---|
Material | The displayed material | Material: STONE | false |
Name | The displayed name | Name: '&cExample' | true |
Amount | The displayed amount | Amount: 10 | true |
Glowing | Enchanted item | Glowing: true | true |
Data | The data of the item | Data: 1 | true |
Action | Performed action on click | Action: BUY_ITEM/BUY_UPGRADE/OPEN_MENU | true |
OPEN_MENU
If your action is OPEN_MENU , you must define the MenuName
path, for example:
OPEN_FIRST_MENU:
Material: CHEST
Name: '&bOpens First Menu'
Action: OPEN_MENU
MenuName: FIRST_MENU
OPEN_FIRST_MENU: Material: CHEST Name: '&bOpens First Menu' Action: OPEN_MENU MenuName: FIRST_MENU
BUY_ITEM
Contents: WOOL: Slot: 19 Material: WOOL Amount: 16 Name: '&cWool' Lore: - '&7Cost: &f4 Iron' - '' - '&7Great for bridging across' - '&7islands. Turns into your team''s' - '&7color.' - '' - <sneakClickQuickBuy> - <hasEnoughResources> Action: BUY_ITEM Price: 4 Price-Material: IRON_INGOT Receive: ITEM: WOOL: Material: WOOL Amount: 16
Receive.ITEM.itemName
can have next properties:
Go to Real Cool Heading section
Path | Explanation | Example | Optional/Can be removed |
---|---|---|---|
Material | The displayed material | Material: BOW | false |
Name | The displayed name | Name: '&cExample' | true |
Amount | The displayed amount | Amount: 10 | true |
Glowing | Enchanted item | Glowing: true | true |
Data | The data of the item | Data: 0 | true |
Permanent | Permanent item, will be received on respawn | Permanent: true | true |
Enchantment | Enchantments of the received item | Enchantment: ARROW_DAMAGE:1;ARROW_KNOCKBACK:1 | true |
PotionEffect | Only for material POTION, format TYPE:AMPLIFIER#TIME;TYPE:AMPLIFIER#TIME; |
PotionEffect: JUMP:4#45;SPEED:1#45 | true |
Example with all the properties from above
BUY_UPGRADE
Example:
Contents: PERMANENT_DIAMOND_ARMOR: Action: 'BUY_UPGRADE' Tier: 1: Material: DIAMOND_BOOTS Name: '&cPermanent Diamond Boots' Lore: - '&7Cost: &a6 Emerald' - '' - '&7Diamond leggings and boots which' - '&7you will always crush with.' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 6 Price-Material: EMERALD IncreaseTier: - 'PERMANENT_CHAINMAIL_ARMOR' - 'PERMANENT_IRON_ARMOR' DecreaseTier: - '' Requirement: 1: Type: is activated team upgrade UpgradeName: REINFORCED_ARMOR Glowing: true Receive: ITEM: DIAMOND_LEGGINGS: Permanent: true Material: DIAMOND_LEGGINGS DIAMOND_BOOTS: Permanent: true Material: DIAMOND_BOOTS
Path | Explanation | Optional/Can be removed |
---|---|---|
Price | The item amount which will be taken from inventory | false |
Price-Material | The material which will be taken from inventory | false |
IncreaseTier | Increase tier of other player upgrade | true |
DecreaseTier | Decrease tier of other player upgrade | true |
Requirement | Requirements of the item, read down | true |
InheritsTier | Inherits properties from its parent tier , but override a property if its defined | true |
Example with all the properties from above
Requirements
In PremiumBedwars you can create requirements, if the requirement gets activated, all the properties from down will get activated.
Type
is activated team upgrade
EXAMPLE: Requirement: '1': Type: is activated team upgrade UpgradeName: SHARPNESS_SWORD Glowing: true
The item will appear as having glowing (enchant effect) on the item shop if the team upgrade , from upgrade arena path, SHARPNESS_SWORD is activated (has minimum tier 1) .
is activated player upgrade
EXAMPLE: Requirement: '1': Type: is activated player upgrade UpgradeName: SHARPNESS_SWORD Glowing: true
The item will appear as having glowing (enchant effect) on the item shop if the player upgrade , from shop arena path, SHARPNESS_SWORD is activated (has minimum tier 1) .
has permission
EXAMPLE: Requirement: '1': Type: has permission Permission: 'bukkit.command.reload' Glowing: true
The item will appear as having glowing (enchant effect) on the item shop if the player has permission bukkit.command.reload .
##Example 1##
Contents: WOOL: Slot: 19 Material: WOOL Amount: 16 Name: '&cWool' Lore: - '&7Cost: &f4 Iron' - '' - '&7Great for bridging across' - '&7islands. Turns into your team''s' - '&7color.' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 4 Price-Material: IRON_INGOT Receive: ITEM: WOOL: Material: WOOL Name: '&aRandom Name' Glowing: true Permanent: true Data: 0 Amount: 16 POTION: Material: POTION Name: '&aInvisibility' PotionEffect: INVISIBILITY:0#45 POWER-BOW: Material: BOW Enchantment: ARROW_DAMAGE:1;ARROW_KNOCKBACK:1
Example 2
PERMANENT_DIAMOND_ARMOR: Action: 'BUY_UPGRADE' Tier: 1: Material: DIAMOND_BOOTS Name: '&cPermanent Diamond Boots' Lore: - '&7Cost: &a6 Emerald' - '' - '&7Diamond leggings and boots which' - '&7you will always crush with.' - '' - <hasEnoughResources> Action: BUY_ITEM Price: 6 Price-Material: EMERALD IncreaseTier: - 'PERMANENT_CHAINMAIL_ARMOR' - 'PERMANENT_IRON_ARMOR' Requirement: 1: Type: is activated team upgrade UpgradeName: REINFORCED_ARMOR Glowing: true Receive: ITEM: DIAMOND_LEGGINGS: Permanent: true Material: DIAMOND_LEGGINGS DIAMOND_BOOTS: Permanent: true Material: DIAMOND_BOOTS Maxed: InheritsTier: '1' Lore: - '&7Cost: &a6 Emerald' - '' - '&7Diamond leggings and boots which' - '&7you will always crush with.' - '' - '&aUNLOCKED'
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