Seller Classes
List of all Vending Machine Class parameters.
This setting is, just like in the Poké Market plugin, the most extensive one in the entire plugin. You can go as deep as you'd like customizing it — or choose not to use it at all.
Adding a Vending Machine Class to the event method is simple: after the list of items, just add the Vending Machine Class using speech: "ProVend. Make sure the string matches the constant name defined for the class (explained below). One example class is included by default, including "ProVend".
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def someVendingMachine
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advancedVendingMachine([
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:POKEBALL, :GREATBALL,
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:POTION, :SUPERPOTION, :HYPERPOTION,
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:REPEL, :SUPERREPEL,
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:REVIVE,
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:ANTIDOTE, :PARALYZEHEAL,
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], speech: "ProVend", discount: 26)
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end
This can make your Vending Machine feel more personal as Modern Vending Machines could talk to.
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ProVend = {
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# Text when talking to the Vending Machine.
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IntroText: ["Oh look, it's arcky's new \\c[10]Vending Machine\\c[0]!", "Beep Boop, welcome customer. Choose the Item you would like to buy."],
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# Text when using a discount on the Vending Machine event. (leave empty if you don't want this message) {1} = amount of discount, {2} = type of items.
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DiscountText: ["Amazing, you have a discount of {1}% on all {2}s!"],
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# Text when using an overcharge on the Vending Machine event. (leave empty if you don't want this message) {1} = amount of overcharge, {2} = type of items.
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OverchargeText: ["Ow, you have to pay an overcharge of {1}% on all {2}s!"],
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# Text when you get the menu of items to choose from to buy. {1} = type of items.
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ItemSelectText: ["Which {1} would you like to buy?", "Please make your choice."],
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# Text when multiBuy is enabled. {1} = chosen item (plural).
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ItemAmountSelect: ["Please choose how many {1} you would like to buy."],
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# Text when chosen (amount of) item(s) drop down. {1} = amount (a, an or some if singular), {2} item name.
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ItemDropText: ["{1} {2} dropped down!"],
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# Text when a bonus item dropped down. {1} = amount, {2} = item name.
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ItemBonusDropText: ["Hooray! {1} extra {2} dropped down!"],
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# Text (if stuckChance and kickChance is given) when being asked to kick the machine to get the stuck items out (eventually). {1} = amount of items stuck, {2} item name.
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ChoiceKickText: ["Oh no! {1} of your {2} got stuck! Do you want to kick the machine?"],
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# Text (if only stuckChance is given (no kickChance)) when x amount of items are stuck. {1} amount of items stuck, {2} item name, {3} = price + currency (optional)
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ItemStuckText: ["Oh no! {1} of your {2} got stuck worth {3}!"],
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# Text when kick is successful. {1} amount of items freed, {2} item name.
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KickSuccessText: ["Your kick worked and {1} {2} dropped down!"],
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# Text when kick is successful and bonus item dropped. {1} = amount of items freed, {2} = item name
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KickBonusText: ["Your kick made {1} more {2} drop down!"],
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# Text when kick is not or half successful (1 or more items remained stuck). {1} = amount of items freed, {2} = item name, {3} = amount of items remained stuck, {4} item name. (2 and 4 is the same but 1 and 3 can be different amount).
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KickNoSuccessText: ["{1} {2} dropped down and {3} {4} remained stuck!"],
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# Text when you don't want to kick. {1} = currency, {2} = price + currency.
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NoKickText: ["Looks like you don't mind wasting your {1}! ({2})"],
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# Text when you don't have enough money.
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NotEnoughMoney: ["Sorry, you seem to have not enough money."],
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# Text when you have not enough room in your bag left. {1} = amount of items added, {2} = total amount of items chosen, {3} = item name (plural).
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NoRoomInBag: ["You don't have enough room left in your Bag. Added {1} of {2} {3}."]
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}
HintYou don't need to fill every field — only the ones you care about. Unused fields will use the default lines provided by the plugin.