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Items and Pricing
Each shop item has trading and stock data used by the pricing system.
- Value — base value used by the pricing calculation.
- Median — target/reference stock level for the item.
- Stock — current tracked stock.
- Minimum value — optional lower price bound.
- Maximum value — optional upper price bound.
- Maximum stock — optional stock ceiling.
- Discount — item-specific pricing adjustment.
Items can be configured as normal buy/sell items, sell-only, or buy-only.
/ds shop <shop> sellbuy sellonly
/ds shop <shop> sellbuy buyonly
/ds shop <shop> sellbuy clear
The editor can calculate recommended values using the configured player-count setting and item worth data. Review recommendations before applying them to a live economy.
editall changes one field on every item of a shop. Fields: purchaseValue, salesValue, valueMin, valueMax, median, stock, max stock, discount. Operators: <= (set to), +, -, *, /.
Example, raising every buy price by 10%:
/ds shop Farming editall purchaseValue * 1.1
Test bulk changes on a backup or a test server first.
When you add an item from your inventory (GUI) or with addhand, the whole item is stored in the shop file: custom name, lore, enchantments, custom model data, attributes, plugin data (PersistentDataContainer, e.g. MMOItems or ItemsAdder) and every other component.
- Players who buy it get exactly that item.
- Selling back (trade view, quick sell,
/sell) only accepts the exact same item. A plain diamond does not match a renamed diamond, and the other way round. -
add <material>from the console stores a plain item without extra data.
Decorations (right-click from the palette) can also show their own name and lore. Left-click a decoration in the shop to toggle this.
A sell price of 0 does not mean "not buying": the price is raised to the minimum value (0.0001), and quick sell refuses payouts that round to 0. To stop a shop buying an item, set it to buy only.