Selling & economy
Where the price comes from — sell.source
Section titled “Where the price comes from — sell.source”sell.source in config.yml picks how a drop’s sale price is worked out:
SHOP(default) — ask the shop plugins this server already runs, in order, and fall back to the table below for anything none of them has a price for.TABLE— always use the table, and never ask a shop plugin.
Prices are asked, not copied, so a second price list never goes stale the day somebody changes the shop’s own prices.
Shop order
Section titled “Shop order”When source is SHOP, each installed shop adapter is asked in this order,
and the first one with a price for the item answers:
- ShopGUIPlus
- EconomyShopGUI
- ExcellentShop
- QuickShop-Hikari / QuickShop
- CMI
- Essentials (
worth.yml)
EssentialsX is asked last on purpose — its worth.yml has an opinion about
nearly everything, so a shop that actually trades the item is asked before
it. Only shops that are actually installed are asked; a missing one is
skipped, never an error. See
Integrations & compatibility.
The fallback table — sell.prices and sell.default
Section titled “The fallback table — sell.prices and sell.default”sell: default: 0 prices: rotten_flesh: 2 bone: 3 diamond: 400 emerald: 300 # …sell.prices is keyed by drop id — a material’s own lower-case name, or the
id declared under items: in spawners.yml. An item with no entry here
fetches sell.default. A price of 0 (the default for both) means the item
cannot be sold at all — it stays in the store rather than being thrown away
or sold for nothing.
Where the money goes — sell.deposit
Section titled “Where the money goes — sell.deposit”PLAYER(default) — pays the seller directly.TEAM_BANK— pays the island or town the spawner’s land belongs to instead, if a team integration is installed and it accepts the deposit. Falls back to the player when nothing takes it.
Rounding
Section titled “Rounding”sell.rounding (DOWN, NEAREST, or UP) is applied once, to the whole
sale, never per item — a farm makes thousands of things worth a fraction of
a coin each, and rounding every item on its own would either lose or invent
money at scale.
Multipliers
Section titled “Multipliers”sell: multipliers: permissions: vip: 1.15 mvp: 1.30 booster: truemultipliers.permissions becomes atlasspawner.sell.<key>; the largest
multiplier a player holds applies. multipliers.booster (default true)
lets an active SELL-kind booster multiply the sale on top of the permission
multiplier — see
Boosters, tickets and wands.
Both multipliers are uncapped.
Currency
Section titled “Currency”What a sale pays out in — and what every other priced action charges — is set
per action under economy in config.yml: VAULT (needs Vault and an
economy plugin registered with it), EXPERIENCE (XP points), LEVELS (XP
levels), ITEM (a material you name), or FREE. Without Vault, or without an
economy plugin registered with it, any group set to VAULT becomes free with
a one-time warning — selling and every other charge keep working, they simply
cost nothing.