#Inventory
1 messages · Page 1 of 1 (latest)
possible
you can set different items with lore explaining what would be the currency type after clicking on it. lets say you have 2 items; specifically usd and eur. eg: if a user clicks on usd item they will see a menu with items in the store (menu) in dollar currency
let me know if you didnt understand
but, do you have more than one currency? or you're just trying to display $ value in other currencies
Fine. Can you help me implement this?
yeah sure
btw, what did you mean by "prefixes for currency"?
Oh, how to explain it. I want to implement a store that will have icons (LuckPerms prefixes), when buying, and later selecting which the player will receive an icon next to his nickname
Oh did you mean, creating a rank shop?
where people would buy a specific luckperms' group (rank) for certain amount of money?
Here's the staff badge. I want players to be able to purchase a similar badge for currency. Make about 10 such icons so that players can buy them and choose if they bought it from them
what's your group name in luckperms for staff?
Something like that. But the player should not have a career boost when buying a new role. The player buys several groups and he can choose any of them at any time
its admin
did you mean it should be stored in the menu once they purchase it right?
yep
also i understand wdym by "career boost"
alright so mind sharing me the list of groups you wish to show in the menu
Without a difference. They will be called something like badge1, badge2... badge10
oh btw, are these badges some emoji in tablist?
Yes, its unicode symbols
okok, send them to me
example:
☠ ♪ 🪓
are you using any command to set them in the tablist
or they're prefixes of a luckperms' group
These are prefixes
so what are the group names?
the mechanism would be like, a player purchases a badge from store, this would instantly set the recent purchased badge in the tablist and will be stored somewhere (lets say a place in menu). upon purchase we can set an action command like giving a specific luckperms' group. so for this approach we'll need the group names
Yes, that's right. The names of the groups "badge1" and so on
alright
what's the weight of badge1?
send all 10 badge symbols, starting from 1 to 10
also what would be the price of badges, starting from 1 to 10
It's not that important. I can edit this at any time. Prefix weight = 0. Names, prices, any up to badge 1 and 10000
alright
hey @full fossil currently for some reasons, i cant play minecraft can you test the menu?
i just finished creating the shop menu, if this works fine then we'll move to the badge inventory (the place where all badges would be saved)
Yes, I will be able to do it soon
ping me when you're ready

currently you shouldnt need to edit the pricing rn. i set the price to "1" for testing
[06:59:47 ERROR]: [DeluxeMenus] Detected invalid configuration in file: shoptestdm.yml
[06:59:48 WARN]: [DeluxeMenus] Menu: shoptestdm in file: shoptestdm.yml not loaded.```
remove op if you have
if you have the badge10 permission it will show you already have this badge to all the stars
try with no badge permission it should show the price
And more. Will it be possible to make it possible to buy badges using 2 currencies? This is the player's choice. Either buy with virtual currency, which he will receive as a reward in a mini-game, or through a donation
cool
could be possible
lets imlpement the current one first 😅
btw did you change the inventory size in the .yml? it should show 36 slots
and how is the verification for the presence of a group implemented? by weight of the group?
also are you using TAB by neznamy for tablist?
by weight
yes
the group.badge1 permission wont work if the player doesnt have badge1 group. it is used to grab all the permissions from badge1 group. this is little confusing so i decided to go with weights
I'll come back to the tests a little later. I'm in college now 
okey
will we be able to implement the selection of the desired icon from the already purchased ones in the menu?
thats the thing im currently working on
is the weight of the group used? or the weight of the prefix
prefixes does not have weight, the weight.1 is used to define weight of a group, in our case it would be weight.2 for badge3 group
alright @full fossil this is ready, ill send it once you're ready
Why don't they have it? they are written as prefix.0.<prefix>
thats not the weight of prefix
oh wait
my bad
i havent tried multiple prefixes for a group
but that might be the prefix weight, you're correct
probably they're used when multiple prefixes are set upped
though, i was little bit confused with it so i used the weights option
they might work the same way
I think so
I'm already on my way to the computer
[08:53:10 ERROR]: [DeluxeMenus] Detected invalid configuration in file: badgeinventory.yml
[08:53:10 WARN]: [DeluxeMenus] Menu: badgeinventory in file: badgeinventory.yml not loaded.
[09
56 ERROR]: [DeluxeMenus] Detected invalid configuration in file: badgeinventory.yml
[09
56 WARN]: [DeluxeMenus] Menu: badgeinventory in file: badgeinventory.yml not loaded.
When I specify inventory_type: "CHEST", the menu does not open. I'm cutting this out
And I register the /badges command to open the menu
I don't understand what the problem is with the second menu
Any ideas?
is there any way to view the error in more detail?
which menu does not open
doesnt look like
wait let me parse them again
Its opening now
okok
they're correct
both opening?
Only the first menu (store) is loaded
i didnt register the command because that thing requires restart so i left it false with a note beside it
try this one
not working

🎉
OGM
OMG
I
SAW some
i mean alot of
errors.
THIS wasnt showing with helpchat's parse

alright lets try this
No, not again
what does it show this time
[09:42:53 WARN]: [DeluxeMenus] Menu: badgeinventory in file: badgeinventory.yml not loaded.
[09:42:53 INFO]: [DeluxeMenus] 1 GUI menus loaded!
[09:42:53 INFO]: [DeluxeMenus] You are running the latest version of DeluxeMenus!```
try adding an open_command temporarily to the badgeinventory.yml
Nothing has changed
now i feel like
i misspelled something
gotta check everything
lets try again @full fossil
siuuuuuuuuuuuuuu
great.
continue the test now
The inventory does not open, only sound is played
alright i understand why
remove [close] from the end of shoptestdm.yml
- '[broadcastsound] ENTITY_PLAYER_LEVELUP 1 1'
- '[openguimenu] badgeinventory'
do the same with badgeinventory.yml
now it does not close, but the next menu does not open either. The sound is being produced
I understood. If you use inventory_type: "CHEST", the menu will not open
mhm weird
now I'm going to try to add some plugin to the currency and check the purchase
you'll need to adjust the click commands according, i made the menu considering essentialsXeconomy
I have installed the Coins Engine. I can buy an icon, but the store does not display a message saying that the icon has already been purchased and I can buy it over and over again. But it does not appear in the inventory
the inventory is empty?
lp editor?
yes
the first is the main account, the second is a twink
the first with OP, the second without
works. but what about the fact that the store does not display that the icon has already been purchased and I can re-buy it?
its probably due to the group is assigned after purchase and we're using that groups weight to display the item, lets try replacing weight requirement with groups
upload this menu and /dm reload
work
Yes, it's cool. What about adding a currency selection with which the player can buy the badge?
Will it be possible to do this?
depends on what currency you mean
first confirm if you can run more than one currency in your server
Yes, it can be done with Coins Engine