Configuration
Here you can read what you can set up in the merchants folder.
In the merchants folder, you can create as many subfolders as you want. However, within the entire merchants folder, you cannot have two YAML files with the same name.
🧭Region [🆕]
This region controls where your merchant can spawn — either inside a WorldGuard region or within a specific area.
🌍 WorldGuard support (optional)
You must have the WorldGuard plugin downloaded on your server. To use a WorldGuard region:
worldguard:
world: "world" # Name of the world
name: "region_name" # Name of your WorldGuard region
🧱 Settings (optional)
Here you can find the actual setup for this region, from setting the boundaries to spawning on the given blocks
min-y: 60 # Minimum height (optional)
max-y: 100 # Maximum height (optional)
#min-x: ... # Use region's X boundary (optional)
#max-x: ... (optional)
#min-z: ... (optional)
#max-z: ... (optional)
block: # optional
whitelist: # only spawn on these blocks (optional)
- GRASS_BLOCK
- STONE
blacklist: # never spawn on these blocks (optional)
- WATER
- LAVA
➡️ Example: Merchant will spawn between Y=60 and Y=100, but X and Z are based on the WorldGuard region.
enabled: false # Whether the merchant is enabled
entities:
example_name:
chance: 60 # Chance of spawning this entity (0-100)
type: VILLAGER # Entity type (e.g., VILLAGER, ZOMBIE, etc.)
name: '&9&lJohnny' # Display name of the entity
gravity: false # Whether the entity is affected by gravity
glowing: true # Whether the entity is glowing
AI: true # Whether the entity has AI enabled
invulnerable: true # Whether the entity is invulnerable
silent: true # Whether the entity is silent
example_zombie:
chance: 60 # Chance of spawning this entity (0-100)
type: ZOMBIE # Entity type (e.g., VILLAGER, ZOMBIE, etc.)
name: '&2&lZombie' # Display name of the entity
gravity: false # Whether the entity is affected by gravity
glowing: true # Whether the entity is glowing
AI: true # Whether the entity has AI enabled
invulnerable: true # Whether the entity is invulnerable
silent: true # Whether the entity is silent
equipments:
main-hand:
material: EMERALD # Material of the item in the main hand
off-hand:
material: EMERALD # Material of the item in the offhand
helmet:
material: GOLDEN_HELMET # Material of the item in the helmet slot
name: '&bGolden Helmet' # Display name of the item
chestplate:
material: DIAMOND_CHESTPLATE # Material of the item in the chestplate slot
name: '&bDiamond Chestplate' # Display name of the item
enchantments: # List of enchantments for the chestplate
- 'PROTECTION;4'
- 'UNBREAKING;3'
leggings:
material: IRON_LEGGINGS # Material of the item in the leggings slot
name: '&bIron Leggings' # Display name of the item
boots:
material: LEATHER_BOOTS # Material of the item in the boots slot
name: '&bLeather Boots' # Display name of the item
enchantments: # List of enchantments for the boots
- 'FEATHER_FALLING;4'
- 'UNBREAKING;3'
time:
# Time interval for updating the merchant's inventory (in minutes)
update: '60-180' # in minutes
# Time interval for despawning the merchant (in minutes)
despawn: '15-20' # in minutes
click: # Actions to perform when the merchant is clicked
actions:
- open-menu: 'johnny' # Action to open the tools menu when the item is clicked
start: # Actions to perform when the merchant is started
actions:
- broadcast:
- ''
- '&6⚠ A mysterious merchant has arrived in &e%loc_world%(%loc_x%,%loc_y%,%loc_z%)!'
- '&7Trade rare items before they disappear...'
- sound: 'ENTITY_EXPERIENCE_ORB_PICKUP;1;1'
end: # Actions to perform when the merchant is ended
actions:
- broadcast:
- ''
- '&6⚠ The merchant has packed up and left %loc_world%(%loc_x%,%loc_y%,%loc_z%).'
- '&7You''ll have to wait for their return.'
- sound: 'BLOCK_ANVIL_FALL;1;1'
categories: # Categories of items available in the merchant's inventory
'blocks':
item-slot-id: 'B' # Slot ID for the tools category
items: '2-6' # Items to display in the category
actions:
- conditions:
- placeholders:
- 'money>=%price%' # Check if the player has permission
- success-actions: # Actions to perform if the player has enough money
- remove-money: '%price%' # Remove money from the player
- give-product: '' # Give the product to the player
- close-inv: true # Close the inventory after purchase
- failure-actions: # Actions to perform if the player does not have enough money
- message: '&cYou do not have enough money to buy this item!' # Message sent if the player does not have enough money
- close-inv: true # Close the inventory after purchase
products:
'andesite':
price: 400 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'ANDESITE' # Material of the item to be sold
amount: 32 # Amount of the item to be sold
amount: 32 # Amount of the product to be sold
material: 'ANDESITE' # Menu material of the product
name: '&bAndesite' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Andesite &ffor &e%price% &fcoins!'
'cobblestone':
price: 400 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'COBBLESTONE' # Material of the item to be sold
amount: 64 # Amount of the item to be sold
material: 'COBBLESTONE' # Menu material of the product
amount: 64
name: '&bCobblestone' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Cobblestone &ffor &e%price% &fcoins!'
'diorite':
price: 500 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'DIORITE' # Material of the item to be sold
amount: 32 # Amount of the item to be sold
material: 'DIORITE' # Menu material of the product
amount: 32 # Amount of the product to be sold
name: '&bDiorite' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Diorite &ffor &e%price% &fcoins!'
'end_stone':
price: 800 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'END_STONE' # Material of the item to be sold
amount: 34 # Amount of the item to be sold
material: 'END_STONE' # Menu material of the product
name: '&bEnd Stone' # Menu display name of the product
amount: 34 # Amount of the product to be sold
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>End Stone &ffor &e%price% &fcoins!'
'end_stone_brick':
price: 800 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'END_STONE_BRICKS' # Material of the item to be sold
amount: 20 # Amount of the item to be sold
material: 'END_STONE_BRICKS' # Menu material of the product
amount: 20 # Amount of the product to be sold
name: '&bEnd Stone Brick' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>End Stone Brick &ffor &e%price% &fcoins!'
'stone_bricks':
price: 500 # Price of the product
sell-item: # Item to be sold when the product is purchased
material: 'STONE_BRICKS' # Material of the item to be sold
amount: 32 # Amount of the item to be sold
amount: 32 # Amount of the product to be sold
material: 'STONE_BRICKS' # Menu material of the product
name: '&bGolden Hoe' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e100'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Stone Bricks &ffor &e%price% &fcoins!'
'wood':
item-slot-id: 'W' # Slot ID for the wood category
#items: '2-6' # Items to display in the category
actions: # Actions to perform when the wood category is clicked
- conditions: # Conditions to check before performing actions
- placeholders: # Placeholders to check conditions
- 'money>=%price%' # Check if the player has enough money
- success-actions: # Actions to perform if the player has enough money
- remove-money: '%price%' # Remove money from the player
- give-product: '' # Give the product to the player
- close-inv: true # Close the inventory after purchase
- failure-actions: # Actions to perform if the player does not have enough money
- message: '&cYou do not have enough money to buy this item!' # Message sent if the player does not have enough money
- close-inv: true # Close the inventory after purchase
products:
'oak_planks':
price: 400 # Price of the product
priority: 100 # Priority of the product (higher number = higher priority)
chance: 80 # Chance of the product appearing in the menu (0-100)
sell-item: # Item to be sold when the product is purchased
material: 'OAK_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'OAK_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bOak Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Oak Planks &ffor &e%price% &fcoins!'
'spruce_planks':
price: 400 # Price of the product
priority: 70 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'SPRUCE_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'SPRUCE_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bSpruce Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Spruce Planks &ffor &e%price% &fcoins!'
'birch_planks':
price: 400 # Price of the product
priority: 60 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'BIRCH_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'BIRCH_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bBirch Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Birch Planks &ffor &e%price% &fcoins!'
'jungle_planks':
price: 400 # Price of the product
priority: 50 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'JUNGLE_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'JUNGLE_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bJungle Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Jungle Planks &ffor &e%price% &fcoins!'
'acacia_planks':
price: 400 # Price of the product
priority: 40 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'ACACIA_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'ACACIA_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bAcacia Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Acacia Planks &ffor &e%price% &fcoins!'
'cherry_planks':
price: 400 # Price of the product
priority: 30 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'CHERRY_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'CHERRY_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bCherry Planks' # Menu display name of the product
lore:
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Cherry Planks &ffor &e%price% &fcoins!'
'dark_oak_planks':
price: 400 # Price of the product
priority: 20 # Priority of the product (higher number = higher priority)
sell-item: # Item to be sold when the product is purchased
material: 'DARK_OAK_PLANKS' # Material of the item to be sold
amount: 30 # Amount of the item to be sold
material: 'DARK_OAK_PLANKS' # Menu material of the product
amount: 30 # Amount of the product to be sold
name: '&bDark Oak Planks' # Menu display name of the product
lore: # Lore of the product
- ''
- '&fPrice: &e%price%'
- ''
- ' &a» Click to buy'
actions: # Actions to perform when the product is purchased
- message: '%prefix% &fYou have purchased <#10e032>Dark Oak Planks &ffor &e%price% &fcoins!'
region: # Region configuration for the merchant
worldguard: # WorldGuard region configuration
world: 'world' # World name where the region is located
name: 'market' # Name of the WorldGuard region
min-y: 70 # Minimum Y coordinate for the region
max-y: 100 # Maximum Y coordinate for the region
block: # Blocks that can be placed in the region
whitelist: # List of blocks that can be placed
- GRASS_BLOCK
blacklist: # List of blocks that cannot be placed
- LAVA
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