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Bedwars / Shop Configuration


Shop Configuration

  1. Requirements
  2. Example of new shop menu
  3. Actions
  4. Requirements

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 

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' 

Updated