Shop editor
/shop editor makes and changes shops from inside the game. Everything it does lands in the same
YAML files described in Shop Format, so you can switch between the editor and a text
editor whenever you like.
Permission: shopforge.editor (op by default, and part of shopforge.admin).
The list of shops
| Button | What it does |
|---|---|
| A shop | Opens it in the editor |
| + New shop | Asks for the name in chat (colours allowed: <gold>Mine Shop) and creates shops/<id>.yml |
| How it works | A reminder of the steps below |
/shop editor <shop> jumps straight into one shop.
A new shop stays hidden from players' /shop list until it sells at least one item.
A shop
| Button | What it does |
|---|---|
| A category | Opens it |
| + New category | Asks for the name in chat; its icon is the item in your hand |
| Rename | The name players see on top of the shop |
| Currency | What the shop's items cost, unless an item says otherwise (currency: in the file) |
| Open as a player | The shop exactly as players see it |
| Delete shop | Moves the file to backups/editor/deleted/ (after a confirmation) |
A category
Click any item in your own inventory (the bottom half of the window) to put it on sale here. Its name, description, enchantments, potion — or its ItemsAdder / Nexo / Oraxen / MMOItems id — come with it, and when the same item is already sold in one of your shops its prices are copied over. + Add item does the same with the item in your hand.
Along the top: back, rename, icon (click holding the new one), move the tab earlier or later, and delete the category with its items.
An item
| Button | File key | Notes |
|---|---|---|
| Buy price | buy-price |
Not for sale removes it |
| Sell price | sell-price |
Not bought back removes it |
| Currency | currency |
Vault, PlayerPoints, XP levels or points, TokenManager, coinsengine:<id>; or follow the shop |
| Market prices | dynamic |
Click: config default on off |
| Stock | stock |
Setting it restocks the shop to that amount; Unlimited removes it |
| Limit per player | stock-per-player |
No limit removes it |
| Limit refills every | stock-refill-hours |
Only with a limit per player |
| Name | display-name |
reset in chat goes back to the item's own name |
| Description | lore |
Lines separated by |; clear removes it |
| Permission | permission |
none removes it |
| Swap for the item in hand | material, enchants, potion |
Keeps prices and limits |
| — | Order inside the category | |
| Price check | — | Green when fine; red with the reason when a price hands out free money (same check as /shop audit), when there is no price yet, or when the currency is not installed |
Numbers have -100 -10 -1 / +1 +10 +100 buttons; click the number itself to type it exact in
chat (12.5 works for prices).
Saving and backups
-
Every click is saved to the file and the shops reload at once — there is no Save button to forget, and nothing is lost if the server stops.
-
Each click reads the file first, so two admins editing at once, or a change you make by hand between two clicks, are never overwritten.
-
Only the keys you change are rewritten. Lore, skull textures, the comments at the top of the file (on 1.18+) and items written as a map keyed by id stay as they were.
-
The first change to a shop after each start copies its file to
plugins/ShopForge/backups/editor/<id>-<date>.yml; the last five per shop are kept. -
In chat, type
cancelto leave a question without changing anything. A question nobody answers lets chat through again after two minutes.
Bedrock players
Through Geyser the editor arrives as Bedrock forms, one button per option. Typing in chat works the same; adding an item uses + Add item with the item in hand.
What it does not copy
ShopForge sells an item by its material, name, description, enchantments (stored ones on a book) and the potion inside a bottle or tipped arrow. Anything else on the item you click — extra custom potion effects, banner patterns, book contents, custom model data — is not kept (custom items from ItemsAdder, Nexo, Oraxen and MMOItems are kept whole, by their id).