Sell wands and autosell
Wands that sell a container's contents with a multiplier and a number of uses, the cooldown, the event that lets a container refuse, and autosell for what players break.
Two ways of selling without opening /sell, both through it: the same prices, the shop's limits and
permissions, the sell bonus and the shop-sell and worth-sell boosters. See
Selling and worth.
Module id sell-wands, file modules/sell-wands/config.yml. It needs the sell module: with sell off it
stays off too, with a line in the console.
Sell wands
A wand is handed out by staff:
/sellwandadmin give <player> <multiplier> <uses><multiplier>from0.1to10: what the wand multiplies a sale by.<uses>:-1for unlimited, otherwise 1 or more.<player>may be anybody, on any server: a full inventory, an absent or offline player gets it from/collect.
Each wand is unique and never stacks with another. Wands made by ExyliaSurvivalCore's old sell wands keep working: the plugin reads the same item data.
Using one
Right-click a container with the wand in your main hand: a chest (the whole double chest), barrel,
shulker box, hopper, furnace, dispenser, dropper, brewing stand — any block that holds items. Everything
sellable inside is sold at once, multiplied by the wand, and the rest stays. Particles burst over the
container (feedback.wand-particles) with a floating label of what it paid (feedback.sell-indicators).
- It needs
exyliamarket.sellwands.use. - Protection plugins answer first: a click they cancel does nothing.
- A container with nothing to sell costs neither a use nor the cooldown.
- The cooldown,
wand.cooldown-seconds, is network-wide and survives relogs and server switches. - The last use breaks the wand.
A plugin can stop a wand on its own containers — a loot chest, a supply drop — by cancelling
SellWandUseEvent; the click then opens the container normally. See API.
Blocks other plugins sell
A wand also works on blocks that are not containers when another plugin registers them with ExyliaLib's sell targets: an ExyliaSpawners spawner, for instance, sells its storage. That plugin prices the sale and pays for it, multiplied by the wand; the wand spends a use and starts its cooldown only when something sold. The permission and the cooldown are checked first.
Autosell
With autosell on, what a player breaks is sold instead of dropping: every block drop the shop or worth list
buys is collected and sold every autosell.flush-seconds. Mob drops and fishing are not included. What
cannot be sold — a limit reached, a missing permission — goes to the inventory or /collect, never the
ground.
Every autosell.report-seconds the player is told what was sold, the way feedback.autosell-report says:
ACTION_BAR (the default), TOAST, CHAT or NONE.
| To use it | |
|---|---|
| Permission | exyliamarket.sellwands.autosell — operators only by default. |
| Switch | /autosell, or Market → Autosell in /settings. The same setting. |
The switch defaults to on: a player who is given the permission starts autoselling straight away,
without running /autosell.
Other plugins feed drops of their own into a player's autosell through MarketService.autoSell, which is
how a mines plugin sells what its blocks drop.
Settings
modules/sell-wands/config.yml, editable in game from /marketadmin.
| Key | Default | What it does |
|---|---|---|
wand.material | BLAZE_ROD | The item a wand is. |
wand.cooldown-seconds | 1.0 | Seconds between two uses of a wand. |
autosell.flush-seconds | 5 | Seconds between sales of what a player broke. |
autosell.report-seconds | 60 | Seconds between the reports. 0 for none. |
Statistics counted: sellwands.uses, sellwands.items and autosell.items.
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