CarrotShop
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ignore item lore or name issues
when i sell or buy a item i want use itemname or lore to to the difference goods but plugin only Use itemtype to the difference between goods can u support that feature?
What would be your use case?
If I rename a stone to "diamond" then try to sell it, it should be recognised as a stone, not a diamond
yep,the Item name may can be forged, but item lore can not be forged by a normal player. so I want to compare the basic data and ItemLore of the items For example :https://paste.ubuntu.com/p/Vqt9Shm5jx/ (com.carrot.carrotshop.shop.Shop)
I actually came here for the same situation. We are setting up a starter kit with armor made in ExtraBitManipulation. We tried building a /kit for it, but the way ExtraBit stores its data, the kit gets removed everytime the server starts. I had the idea to use an emerald that is named and has Lore in the kit, then an itrade setup to trade that emerald for the armor. I set it all up but the trade sign accepts regular emeralds as well and we don't want that to happen. We only want them to be able to use the custom emerald to trade for the gear.
Some mods allow users to change the item lores.
I have an idea for a new type of sign, '[Reward]' or something like that, that require to be clicked with a specific item in hand, consuming the item. The item can be virtually anything and is created by the sign owner/admin by clicking the sign with the item.
Would this cover your use case?
@TheoKah Can you check my PR out please? I fixed this issue already :)
The problem with a "[Reward]" sign is that if you want to sell any items that rely on NBT data for differentiation (potions for example), you'd have to use a "[Reward]" sign instead of a "[Sell]" sign and it'd look weird.
Hi, I'll check it out asap but it seems you changed the indent of most files. So I cannot see the differences easily.
About the potion, I though it was handled correctly already. I'll check this out.
Thx
@TheoKah I've changed my indentation back to tabs and updated the PR, hopefully this makes it more clear what I've changed :)
i think mod's lore and sponge's lore of the items are different data in nbt so item mod's lore cant not to impact sponge's lore of the items i just use command(nucleus): /lore set/add "lore" to change sponge's lore of a item this item will be different (item.get(Keys.ITEM_LORE))