Shops
You will learn step by step what every option in shop configs mean and how to configure/use it.
The file name defines the shop internal name and needs to match the filename for the section config inside the sections folder
General information about the shops configuration.
Since version v6 or Premium v5 of the plugin, sections are stored in their seperate config, instead of using a single sections.yml config to store all of them.
These configs store all items for the specific shop category(section) which are linked to the specific sections config. This config stores all contents of the shop including shop items and per page configurations.
Custom items from other plugins are only supported with ESGUI-Premium. (Unless they are created with keys available in the Free version)
We recommend you change the prices of the items to suit your server's economy. There are many different types of servers, such as skyblock, survival, factions, pvp, etc... Most servers will need to customize the shops to their needs and have different prices from other servers. If you choose to use the default configs as-is, you may. You may also check discord #Shop-Files-Sharing channel for shop files that may suit your needs.
Please read About YAML before editing your files! It DOES NOT tolerate any errors! Validate it!
TIP: Use the contents on the right side of this page to navigate quickly!
File format structure:
Item settings/keys:
Item keys list:
material: - The item type (the block ID or Name_spaced name given to it by Mojang)
buy: - Price the item will cost to purchase.
sell: - Price the item is worth when sold to the shop/server.
name: - The name of the item
displayname: - The name shown on the item in the shop only, it is NOT applied to the given item
lore: - a list of custom text applied to the item.
displaylore: - a list of custom text applied to the shop item only, it is NOT applied to the given item.
hidePricingLore: - hide the default pricing lore for the item
slot: - This option is used to determine the slot inside the shop section
stack-size: - This option adds a custom stack size to the item
enchantment-glint: - This option lets u use a enchantment effect on the item.
enchantments: - a list of enchantments and level.
potiontypes: - a list of potion types
spawnertype: - the mob that a spawner is set to by ESGUI when placed. [ONLY for
spawner
material/item.recipes: - the recipe(s) that a
knowledge_book
will give when usedskullowner: - the texture or player's skull that will be displayed by the
player_head
item.armorcolor: - the rgb color of a leather armor piece.
instrument: - Specifies the sound effect that comes from a Goat Horn
section: - Links the item to a shop section
stew-effect: - Gives a specific effect to a suspicious stew
armor-trim: Sets a armor trim to a armor piece
hidden: - Hides the item from the GUI but can still be sold to shop
max-buy: - Sets the maximum amount of items which can be bought per transaction
max-sell: - Sets the maximum amount of items which can be sold per transaction
prior-lore: - Whether or not to prioritize default pricing lore
close-menu: - Whether or not to close the shop GUI after a transaction has been made
display-item: - Can be used to create a different display item then the actual item received on buying/selling
requirements: - Specifies a list of requirements the player needs
Premium only item keys:
nbtdata: - highly technical data that will be applied to an item.
components: - replaces the NBTData option for 1.20.5 and newer server versions
sell-commands: - List of commands which get executed upon selling an item.
requireItem: - Whether the shop item is required to be sold before executing a sell command.
buy-commands: - List of commands which get executed upon purchasing an item.
giveItem: - Whether the item is given to a player after executing the buy-commands.
click-commands: - List of commands executed when the player clicks the shop item
stock-limit-global: - The amount of stock for the server
refill-stock: - Allows the item stock limit to refill when selling items.
auto-restock-global: - The time to restock the global item
stock-limit-player: - The amount of stock for each player individual
auto-restock-player: - The time to restock the player item
sell-limit-global: - A selling limit for an item set server wide.
auto-restock-global-sell: - The time between reaching the sell limit and it restoring the original amount.
sell-limit-player: - A selling limit for an item set player wide.
auto-restock-player-sell: - The time between reaching the sell limit and it restoring the original amount.
skull-texture: - Adds a custom skull texture to the player head
economy: - Allows the item to use a specific economy/currency provider
permission: - Sets a per item permission to buy/sell
permission-requirement: - Prevents the player from purchasing the item again when disabled
hideUtilLore: - Hides the limited item stock and limited sell lore
dynamic-pricing: - Used to disable DynamicPricing per item
buy-prices: - Used to add multiple payment options to a single item
sell-prices: - Used to add multiple sell prices to a single item
ignored-tags: - Used to ignore certain NBTTags for sold items
transactionMessage: - Whether to send a transaction confirmation message to the player after the item has been purchased/sold from shop
display-chance: - Allows specific items in rotating shops to have a custom display chance
item-flags: - Adds various settings to the item to hide default lore
If the displayname
or name
is empty or not set, the item will have the vanilla name.
When only key name
is specified and no displayname
key, the item will use the name specified in the shop when you hover over it and when the item is bought.
When setting the sell/buy
key to any negative number, the item cannot be bought/sold in the shop. (You can also remove the buy/sell price from the item for the same effect)
Creating a item with no buy and sell price will make it a filler item which you can use to decorate your shop.
Item keys breakdown:
Leaving a buy/sell price unspeficied for the item will make it unbuyable/unsellable
Material:
This is the item or block ID that will be listed/sold in the shop.
It MUST be a valid name_spaced item for your version of Minecraft!
The material must be a valid item ID. Some lists to get these ID's from:
The 'Name Space' ID of an item is the code-given-name of the item.
It cannot have spaces or special characters and may contain underscores (_).
Ex:
material: "experience_bottle"
The ID is NOT case-sensitive.
Direct plugin compatibility: *Premium feature
ItemsAdder items:
material: "ia:<itemNamespace>"
HeadDatabase items:
material: "hdb:<headID>"
Items from MMOItems:
material: "MMOItem:<type>.<itemID>"
Items from ExecuteableItems:
material: "ei:<itemID>"
Oraxen items:
material: "oraxen:<itemID>"
For compatibility reasons: any name given to items after the 1.13 'the flattening' update will work in the supported 1.8 - 1.12 versions of minecraft.
You can create a dummy spacer item in a shop by setting it's material to AIR (empty slot)
Buy:
This is the price or cost of the item that the player will have to pay to purchase or buy the item.
This can be any number.
This is the amount that will be removed or taken from the player's balance (stored in your vault-compatible economy plugin)
This value is only shown in the shop, and not on any bought item
Setting this to Any Negative Number will disable it, making it Not Purchasable/Not Buyable.
Ex: buy: -1
Sell:
This is the value of the item when sold to the server.
This can be any number
This is the amount that will be given or paid to the player when the item is sold to the server (money is added to the player's balance.)
This value is only shown in the shop, and not on any bought item
Setting this to Any Negative Number will disable it, making it Not Sellable.
Ex: sell: -1
Name:
This will specify a name for the item when it is bought from shop AND when no
displayname
option is specified it will also be the name for the item when hovering over it in shop.It may contain Chat-Codes (Color/Formatting) or RGB colors.
Only specifing option name
on the item will make it use the same displayname when hovering over it AND the name for the item when it is bought.
Displayname:
Do not confuse this option with
name
since this option will ONLY set the name for the display item inside the shop(When hovering over the item)It will NOT be on the item when purchased/bought.
It may contain Chat-Codes (Color/Formatting) or RGB colors.
Lore:
Create custom text and info about the item!
It may contain Chat-Codes (Color/Formatting) or RGB colors.
You may use placeholder
%buyPrice%/%sellPrice%
The lore/displaylore
key work the same as the name/displayname
key but instead it specifies the lore. Meaning that when only lore
is specified, the item will use the lore as the lore when hovering over the item AND when you buy the item.
Displaylore:
Do not confuse this option with
lore
since this option will ONLY set the lore for the display item inside the shop(When hovering over the item)Create custom text and info about the item!
It may contain Chat-Codes (Color/Formatting) or RGB colors.
You may use placeholder
%buyPrice%/%sellPrice%
HidePricingLore:
Option
hidePricingLore
will do what the name suggests, it will hide the default pricing lore of the item so you could add your own for exampleThis will hide the pricing lore even if the item is still purchase/sell-able
This option comes in handy when you want to make dummy/display items
This option allows to hide the default pricing lore as a per item setting but to fast forward it you can empty out the lore inside the language file which will do the same but for every item
Slot:
Option
slot
can determine the position of the item inside the shop sectionThis can be
slot: 14
for example to put the item on slot 14
The slot of the item determines the position of the item inside the shop page.
Meaning that the size of the page defined by the 'gui-rows' setting needs to be large enough for the slot to fit, else you will simply get a warning mentioning the item couldn't be loaded because there wasn't enough space.
Stack size:
Option
stack-size
sets the stack size of the shop itemWhen for example the stack size is set to 5, when the player purchases 2 stacks of this item, they will receive 10 items in total
Note: When setting a items stack-size, the prices of the item count for the whole stack. So meaning with the item above, 10 apples would be worth $100 and sell for $25.
Enchantment glint:
This option lets u add a enchantment glow effect to any item to give your shop items a more personal touch.
Note: This will add a 'dummy' enchantment of aqua affinity 1 to the item, but default lore will be removed.
Enchantments:
Add as many enchantments as you want to an item!
enchantments
is a yml-list-format list of valid enchantments that are applied to the item when bought.Enchantments must be in this format:
<Enchantment>:<level>
(without the "<>") if no level is specified (no:1
, it will be level 1)Enchantments must be valid/exist in your version of MC.
To enable enchants greater than default/vanilla you must enable
allow-unsafe-enchants: true
in the config.ymlCustom enchants from external plugins like EcoEnchants, AdvancedEnchantments, ExcelentEnchants are directly supported using the format of
<plugin>:<enchantment>:<level>
*Premium featureYou can find a list of enchantments for your version of MC here!
Potion Types:
Add as many potion-effects to Potions and Tipped Arrows as you want!
potiontypes
is a yml-list-format list of valid potion types that are applied to the item when bought.Potion Types must be valid vanilla potion types for your version of Minecraft
Valid materials that these effects can be applied to are:
potion
,splash_potion
,lingering_potion
, andtipped_arrow
.
Normal Potion Types:
Potion namespace (USE THIS) | Commonly known as: | Vanilla duration and strength |
| Water Bottle(No effect) | 0 sec | 1 |
| Mundane(No effect) | 0 sec | 1 |
| Thick(No effect) | 0 sec | 1 |
| Awkward(No effect) | 0 sec | 1 |
| Fire Resistance | 180 sec | 1 |
| Instant Damage, Harming | 0 sec | 1 |
| Instant Health, Instant Healing, Heal | 0 sec | 1 |
| Invisibility | 180 sec | 1 |
| Leaping, Jumping, Jump Boost, Jump | 180 sec | 1 |
| Night Vision | 180 sec | 1 |
| Poison | 45 sec | 1 |
| Regeneration, Healing | 45 sec | 1 |
| Slow Falling | 90 sec | 1 |
| Slowness | 90 sec | 1 |
| Strength | 180 sec | 1 |
| Swiftness, Speed | 180 sec | 1 |
| Turtle Master | 20 sec | 1 |
| Water Breathing, | 180 sec | 1 |
| Weakness | 90 sec | 1 |
| Infested | 180 sec | 1 |
| Weaving | 180 sec | 1 |
| Wind Charged | 180 sec | 1 |
| Oozing | 180 sec | 1 |
Extended Potion Types:
Potion namespace (USE THIS) | Commonly known as: | Vanilla duration and strength |
| Fire Resistance | 480 sec | 1 |
| Invisibility | 480 sec | 1 |
| Leaping, Jump Boost, Jump | |
| Night Vision | 480 sec | 1 |
| Poison | 120 sec | 1 |
| Regeneration | 120 sec | 1 |
| Slow Falling | 240 sec | 1 |
| Slowness | 240 sec | 1 |
| Strength | 480 sec | 1 |
| Swiftness, Speed | 480 sec | 1 |
| Turtle Master | 40 sec | 1 |
| Water Breathing | 480 sec | 1 |
| Weakness | 240 sec | 1 |
Strong/Level 2 Potions:
Potion namespace (USE THIS) | Commonly known as: | Vanilla duration and strength |
| Harming II | 0 sec | 2 |
| Healing II | 0 sec | 2 |
| Jump Boost II, Jump II, Leaping II | 90 sec | 2 |
| Poison II | 22 or 60 sec | 2 |
| Regeneration II | 22 or 60 sec | 2 |
| Strength II | 90 or 240 sec | 2 |
| Swiftness II, Speed II | 90 or 240 sec | 2 |
| Turtle Master II | 20 sec | 2 |
Potions available, but not craft-able:
Potion namespace (USE THIS) | Commonly known as: | Vanilla duration and strength |
| Luck | 300 sec | 1 |
Luck only obtainable as a tipped_arrow from a fletcher villager after receiving hero of the village status effect
Other Potions, but have no effects:
Potion namespace (USE THIS) | Commonly known as: |
| Awkward |
| Empty |
| Mundane |
| Thick |
| Water |
NOTE: Potion duration listed is for a standard potion, not Tipped Arrows or lingering potions
Potions Examples:
Spawner Type:
spawnertype
must be a valid Name_spaced mob for your version of minecraft.All
spawner
material items REQUIRE this setting to correctly apply the mob-type when placed (*With the exception of 3rd party plugins where you have configured NBT-data on the item. *Premium feature)NOTE: this setting is only works if you have spawner-break and spawner-break enabled in the config.yml
Tip: When key name
has been specified on the item, the spawner will have the specified name when mined by a player! :)
Recipes:
A list of recipes that can be applied to the item and given to the player when the item is used.
Recipe books will give/learn the recipes for a player when they activate it(right click the book).
We will not be going in depth into recipes here. Please consult knowledge_book documentation here. However, the majority of recipes are written as minecraft:iron_ingot
for example.
Skull Owner:
skullowner
must be a valid mojang-account player's name.If the playername is invalid/does not exist, the default/generic texture will be used.
Armor Color:
armorcolor
must be in a valid hexadecimal format. Example: '0x00FF00', '#00FF00' or '00FF00'See this site for a color wheel you can use: https://www.colorspire.com/rgb-color-wheel/
Firework options:
duration:
is the flight duration of the fireworkValid options:
1
,2
,3
(Each value represents how much gunpowder would be used)
colors:
a list of colors that are used inside the firework's main exploisenValid options are:
White
,Orange
,Magenta
,Light_Blue
,Yellow
,Lime
,Pink
,Gray
,Light_Gray
,Cyan
,Purple
,Blue
,Brown
,Green
,Red
,Black
fade-colors:
a list of colors that are used inside the firework's fadingValid options:
White
,Orange
,Magenta
,Light_Blue
,Yellow
,Lime
,Pink
,Gray
,Light_Gray
,Cyan
,Purple
,Blue
,Brown
,Green
,Red
,Black
flicker: true/false
Whether or not this firework has the twinkle effect, this is the same as using glowstone when craftingtrail: true/false
Whether or not this explosion has the trail effect, this is the same as using a diamond when craftingshape:
The shape of the explosion of the fireworkValid options:
ball
,ball_large
,star
,burst
,creeper
If you want to add fade-colors, flicker, trail or shape you need to specify atleast one color
Instrument:
Add this to goat horns to specify which sound they create
Valid sounds:
PONDER
,SING
,SEEK
,FEEL
,ADMIRE
,CALL
,YEARN
,DREAM
The item material needs to be a GOAT_HORN for this option to work
Sub sections:
This item option will link the item to a shop section
Upon clicking the item the player will enter the section linked
Stew effect:
Allows you to specify a potion effect on a suspicious stew
Potion type | ID | Duration |
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Armor Trim:
Allows the armor piece to have a preset armor trim effect
type:
sets the armor trim material/typeValid values are: AMETHYST, COPPER, DIAMOND, EMERALD, GOLD, IRON, LAPIS, NETHERITE, QUARTZ, REDSTONE
pattern:
sets the armor trim patternValid values are: COAST, EYE, DUNE, RIB, HOST, RAISER, SENTRY, SHAPER, SILENCE, SNOUT, SPIRE, TIDE, VEX, WARD, WAYFINDER, WILD, FLOW, BOLT
See this site for a armor trim generator: https://minetrim.com/
Hidden:
Whether or not to hide the item from displaying in shop.
Hidden items can still be sold to shop using /sellgui or /sellall.
Max buy:
When set to -1, allows players to purchase the item by just clicking it in shop without opening the buy screen!
Sets the maximum amount the item can be bought per transaction.
Since EconomyShopGUI v6.0.0 and EconomyShopGUI Premium v5.0.0 max-buy will require to be set to -1 instead of 1 to allow insta purchases.
Max sell:
When set to -1, allows players to sell the item by just clicking it in shop without opening the sell screen!
Sets the maximum amount the item can be sold per transaction.
Since EconomyShopGUI v6.0.0 and EconomyShopGUI Premium v5.0.0 max-sell will require to be set to -1 instead of 1 to allow insta sells.
Prior lore:
Sets whether or not to prioritize item lore above default pricing lore
When enabled, will prioritize item lore defined with lore or displaylore
When disabled, the item's pricing lore will be displayed on top of item lore
This defaults to false
Close menu:
Will close the shop GUI when this item has been purchased/sold
Display Items:
Display items are different then the actual item received upon buying/selling
Can be used to create a misleading shop item to trick players into buying a completely different item
This item will appear as a golden apple in shop, but will be a regular apple when purchased.
Requirements:
Sets a list format of requirements for this specific shop item
A player requires to meet a item requirement before they will be able to purchase/sell the item
Multiple requirements can be used on a single shop item, making it required for the player to meet all of the requirements
Since different requirements may have a different meaning from each other, especially placeholder requirements, it is possible to set the lore/denied message per item requirement!
Example of custom lore for a specific requirement:
<requirementType>::<requirementValue>::<customLore>
The custom lore is shown on a shop item to let the player know they didn't met the item requirement
Multiple lore lines can be created using '\n', example:
PLACEHOLDER::%player_biome%==SWAMP::&cYou are not in the correct biome\n&cThis item requires to be inside a %requirement% biome
Example of custom denied message for a specific requirement:
The custom denied message is send to the player upon clicking the shop item
A custom denied messsage is only supported on placeholder type requirements
<requirementType>::<requirementValue>::<customLore>::<customMessage>
A list of currently supported requirements is as follows:
Type | Description | Format | Format example |
---|---|---|---|
World time | Requires the time of the world the player is located in, to be inside the specified time range | TIME::<minTime>-<maxTime> | TIME::08:00-14:45 |
Premium only item keys:
Skull texture:
Unlike the
skull-owner
item option, this option will apply a skull texture to the item from a base64 hash.You can find several custom head textures over here: https://minecraft-heads.com/custom-heads
When using a skull texture, the material of the item needs to be a player head
Components:
components
is a Single-Line custom field for defining highly specific data on an item that you defineThe
components
option specifies the NBT of the item for 1.20.5 and above server versionsWhen using the NBTData option for items on older server version, it will be automatically converted to the new format of components from 1.20.5 and above
You may manually convert NBT to components here: https://nbt-converter.gpplugins.com/
The components option only works on 1.20.5 and greater servers, older versions use the NBTData option to specify NBT
NBT Data:
NBTData
is a Single-Line custom field for defining highly specific data on an item that you definePlease consult the minecraft wiki documentation and resources of your choice to generate this information.
A line of NBTData that contains double quotes ("
)and NO single quotes needs to start and end with a single quote Example: '{Enchantments:[{id:"knockback",lvl:50},{id:"sharpness",lvl:10}]}'
But when there are single quotes ('
) located inside the NBTData, you will need to duplicate each single quote Example: ...''{display:{Name:''{"text":"...
Minecraft chat has a max character length of 255 characters. if you use commands to add this anything after this will be lost. If you need to add nbt data longer than this, please edit your YML file directly
Commands:
buy-commands
andsell-commands
are a list of commands that is executed when the item is bought or sold by a player.click-commands
is a list of commands that will be executed when the player clicks a shop item to enter the transaction screenCommands can also be delayed for a specific time after initial transaction.
Additionally using item option
giveItem: true
on a item with a buy command will make it so the command(s) get executed AND the player will receive the item itselfAdditionally using item option
requireItem: true
on a item with a sell command will make it so the player requires the item in their inventory in order to execute the command AND the item will be takenDifferent placeholders can be used inside the command:
%player%
: The player name purchasing/selling the item.%uuid%
: The player UUID purchasing/selling the item.%quantity%
: The amount of items which were purchased/sold%price%
: The price which is deducted from the player's balance upon purchasing/selling this item%buyPrice%
: The current buy price of this shop item.%sellPrice%
: The current sell price of this shop item.
Note that purchasing multiple shop items in a single transaction will NOT run the command multiple times. If you want to dynamically adjust the amount of the command, use the %quantity% placeholder instead of an amount.
When the command starts with
p:
it will be executed as the player purchasing the commandWhen the command starts with
o:
it will be executed as the player having temp OP
Note that o: will give the player temp OP and this could be exploited. It is highly recommended that you give the player temp permissions using a permissions plugin like LuckPerms instead!
Delayed commands:
Buy or sell commands can be executed a specified time after the item has been bought/sold by a player. These commands are called delayed commands.
The format of delayed commands is
<delayInTicks>::<command>
Example:
6000::/broadcast This command is delayed by 5 minutes.
Delayed commands are saved over server restart, this allows the command to be executed weeks after initial trigger.
When the server is offline when a delayed command should have been executed, the command will be rescheduled to execute when the server next comes online.
It is still possible to use command placeholders inside a delayed command. (%player%, %uuid%, %price% or %quantity%)
Delayed commands cannot be executed if the player is offline, meaning that a command using p:
or o:
can only successfully execute if the player is online.
If a delayed command is scheduled to run as the player, but are not online when the delay ends, the command will be cancelled.
Global stock:
stock-limit-global:
Specifies the amount of stock this item has available to purchase for the whole server.auto-restock-global:
Adds a time that starts to count down when the item is out of stock and should refill when the time ends.auto-restock-global-frequency:
Adds a scheduler with a timed interval which will restock the global stock limit at the specified time.refill-stock:
Will make the amount of stock left inside the shop refill when the item gets sold.
See the limited items page for more info on sell limits.
You can leave the auto-restock-global
: setting on the item and it won't be restocked EVER to make it a limited edition item.
Player stock:
stock-limit-player:
Specifies the amount of items that there are in stock for each player individually to purchase.auto-restock-player:
Adds a time that starts to count down when the item is out of stock for a player for the item.auto-restock-player-frequency:
Adds a scheduler with a timed interval which will restock the player stock limit for all players at the specified time.refill-stock:
Will make the amount of stock left inside the shop refill when the item gets sold.
See the limited items page for more info on sell limits.
You can leave the auto-restock-player:
setting on the item and it won't be restocked EVER to make it a limited edition item for each player individually.
Global sell limit:
sell-limit-global:
Specifies the global sell limit for the whole server.auto-restock-global-sell:
Adds a time that starts counting down as soon as the sell limit is reached which will restore the sell limit after it completes.auto-restock-global-sell-frequency:
Adds a scheduler with a timed interval which will restore the global sell limit at the specified time.
See the limited items page for more info on sell limits.
Player sell limits:
sell-limit-player:
Specifies the player sell limit for each player seperatly.auto-restock-player-sell:
Adds a time that starts counting down as soon as the sell limit is reached which will restore the sell limit after it completes.auto-restock-player-sell-frequency:
Adds a scheduler with a timed interval which will restore the player sell limit for all players at the specified time.
See the limited items page for more info on sell limits.
Economy:
economy:
Specifies a specific economy/currency to use for this item.
When this option is not specified or the provider couldn't be loaded, the item will use the section's default economy, when the section's economy is not specified or unable to load it will try to use the default economy.
Permission:
permission:
allows you to set a per item permission.Players who do not have this permission are not allowed to buy/sell this item.
The permission is only the sub part of the full permission, for default the defined permission will be prefixed with EconomyShopGUI.shop.<section>.item.<permission>
Permission requirement:
Sets whether the player requires the item permission
When disabled, allows players to purchase this item without needing the permission. But players will not be able to purchase the item if they already have the permission.
When enabled(default), requires the player to have this permission in order to purchase the item. This is the same as not setting this option at all.
Requires a item permission to be set
In the example below, the item can only be purchased once to give the player access to /warp dungeon
Hide util lore:
Defines whether or not to hide the limited item stock lore and/or limited sell lore
Dynamic pricing:
enabled:
Allows to enable or disable dynamic pricing for this item
Note that this only allows to disable DP for this item, you will have to enable global dynamic pricing for this to work.
max-stock:
The same as the DP max stock setting inside the config.yml, but instead this will strictly define the rate at which prices change when players buy/sell THIS SPECIFIC ITEM instead of having a max stock setting based on the item's price.
This is known to be more precise, lower values mean faster price changes compared to higher values.
Buy prices:
Used to add multiple payment options to a signle item
Economy types and the actual price are split using double colons (
::
).Example:
item:material:gold_nugget
::
80
where80
is the amount/price of gold nuggets
The first payment option inside the list is used as the item's default payment option, meaning when someone tries to buy the item, it will default to this payment option.
Using option
require-all: true
makes it so that ALL buy prices are required to buy a itemWhen this is
false
(or not set), this will give the player the option to choosse which payment method they use to buy the specific item.
Description from example above: Players need $40, 5 Gold Nuggets, 2 Diamonds AND 30 emeralds to buy the item
Description from example above: Players need 15 Gems from UltraEconomy, $40 OR 5 emeralds(aka crystals) to buy the item