[worldserver] ################################################################################################### # AUCTION HOUSE BOT IN-GAME COMMANDS # # Available GM commands: # .ahbot reload - Reloads AuctionHouseBot configuration # .ahbot empty - Clears all AuctionHouseBot auctions from all auction houses # .ahbot update - Forces an immediate update cycle ################################################################################################### ############################################################################### # AUCTION HOUSE BOT SETTINGS # AuctionHouseBot.DEBUG # Enable/Disable Debugging output # Default: false (disabled) # # AuctionHouseBot.DEBUG_FILTERS # Enable/Disable Debugging output from Filters # Default: false (disabled) # # AuctionHouseBot.MinutesBetweenBuyCycle # How many minutes to wait before bidding/buying items again. # Value can be a single number in order to wait X minutes before buying # again, or a pair of numbers separated by a ':' to wait a random # number of minutes between X and Y (e.g. 3:15 to wait 3-15 minutes # between cycles). # Default: 1 # # AuctionHouseBot.MinutesBetweenSellCycle # How many minutes to wait before selling items again. # Value can be a single number in order to wait X minutes before selling # again, or a pair of numbers separated by a ':' to wait a random # number of minutes between X and Y (e.g. 3:15 to wait 3-15 minutes # between cycles). # Default: 1 # # AuctionHouseBot.EnableSeller # Enable/Disable the part of AHBot that puts items up for auction # Default: false (disabled) # # AuctionHouseBot.ReturnExpiredAuctionItemsToBot # If enabled (true), returns expired auction items to the AH Bot(s) via # mail. Note: if enabled, this can cause your bot's mailbox to fill up # if you don't manage it manually. This can also cause the size of your # acore_characters.item_instance database table to grow over time. # Default: false (disabled) # # AuctionHouseBot.GUIDs # These are the character GUIDS (from characters->characters table) that # will be used to create auctions and otherwise interact with auctions. # It can be a single value or multiple values that are separated by a # comma (do not have spaces!). Note: a GUID of "0" will be ignored! # Important: Do not use a bot character (such as playerbot bots) # or it will likely crash the server # Examples: # AuctionHouseBot.GUIDs = 3 <- Only character with GUID 3 # AuctionHouseBot.GUIDs = 3,4 <- Both characters with GUID 3 and 4 # # AuctionHouseBot.ItemsPerCycle # How many items to post on the auction house every house update. # Items in a cycle will be posted by a randomly selected bot. # Default 150 # # AuctionHouseBot.ListingExpireTimeInSecondsMin # AuctionHouseBot.ListingExpireTimeInSecondsMax # Bot-posted auctions will have a listing time between these two values, # and is important to make the auction house feel dynamic in timing # Default 900 (15 minutes) to 86400 (24 hours) # Note: Do not set lower than 15 minutes (900) or higher than 48 hours (172800) ############################################################################### AuctionHouseBot.DEBUG = false AuctionHouseBot.DEBUG_FILTERS = false AuctionHouseBot.MinutesBetweenBuyCycle = 1 AuctionHouseBot.MinutesBetweenSellCycle = 1 AuctionHouseBot.EnableSeller = false AuctionHouseBot.ReturnExpiredAuctionItemsToBot = false AuctionHouseBot.GUIDs = 0 AuctionHouseBot.ItemsPerCycle = 150 AuctionHouseBot.ListingExpireTimeInSecondsMin = 900 AuctionHouseBot.ListingExpireTimeInSecondsMax = 86400 ############################################################################### # AuctionHouseBot.AdvancedListingRules.UseDropRates.Enabled # Enable/Disable the Seller using items' in-game drop rates from Enemies # and GameObjects to determine the probability of listing them on the AH. # This makes rare items appear less frequently on the AH. # How it works: Each time an enabled item Category/Quality is selected to post an auction, # a number is rolled between 0-100. Based on this roll, a Tier is chosen based on # UseDropRates.TiersConfig, then a random item from that rarity tier is listed on the AH. # This setting respects ListProportion config. It can also result in more duplicate # items appearing on the AH due to higher-drop-rate items being selected more often. # Crafted items may also appear more often since their drop rate is effectively 100%. # Default: false (disabled) # # AuctionHouseBot.AdvancedListingRules.UseDropRates. # Toggle AdvancedListingRules.UseDropRates behavior for individual category. # Only applied if AdvancedListingRules.UseDropRates.Enabled is true. # Default: true (enabled) # # AuctionHouseBot.AdvancedListingRules.UseDropRates..AffectedQualities # The qualities that should be affected by AdvancedListingRules.UseDropRates. # Value should be a string of comma separated numbers corresponding to the desired qualities. # Examples: Setting to 2,3,5 will apply to Uncommon, Rare, and Legendary. # Setting to 4 will apply only to Epic. # (0) Poor, (1) Common, (2) Uncommon, (3) Rare, (4) Epic, (5) Legendary, (6) Heirloom # Default: 2,3,4,5 # # AuctionHouseBot.AdvancedListingRules.UseDropRates.MinDropRate # The minimum drop rate any affected item can have. # Some items can have extremely low drop rates in the DB (e.g. 0.00006), so # this setting will raise those items' drop rate to this value. # Default: 0.005 # # AuctionHouseBot.AdvancedListingRules.UseDropRates.TiersConfig # The thresholds that define item drop rate tiers. # Value should be a string of comma-separated numbers between 0 and 100. # Each number creates a tier for items whose drop rate falls within that range. # The order of numbers in the string does not need to be sorted; they will be # interpreted in descending order. However, you may find it easier to read when sorted. # Whitespace is also ignored. # Example: Setting to 50,10,5 will create 3 tiers: # - 50–100%: items with drop rate 50% or higher # - 10–50%: items with drop rate between 10% and 50% # - 0–5%: items with drop rate 0–5% # Default: 50, 10, 5, 2, 1, 0.5, 0.2, 0.1, 0.05, 0.02, 0.01, 0.005 # # AuctionHouseBot.AdvancedListingRules.UseDropRates.DisabledItemIDs # Comma separated list of itemIDs to exclude from having its drop rate influence its AH availability # Ranges using a dash (-) can also be used. ############################################################################### AuctionHouseBot.AdvancedListingRules.UseDropRates.Enabled = false AuctionHouseBot.AdvancedListingRules.UseDropRates.Weapon = true AuctionHouseBot.AdvancedListingRules.UseDropRates.Armor = true AuctionHouseBot.AdvancedListingRules.UseDropRates.Recipe = true AuctionHouseBot.AdvancedListingRules.UseDropRates.Weapon.AffectedQualities = 2,3,4,5 AuctionHouseBot.AdvancedListingRules.UseDropRates.Armor.AffectedQualities = 2,3,4,5 AuctionHouseBot.AdvancedListingRules.UseDropRates.Recipe.AffectedQualities = 2,3,4,5 AuctionHouseBot.AdvancedListingRules.UseDropRates.MinDropRate = 0.005 AuctionHouseBot.AdvancedListingRules.UseDropRates.TiersConfig = 50, 10, 5, 2, 1, 0.5, 0.2, 0.1, 0.05, 0.02, 0.01, 0.005 AuctionHouseBot.AdvancedListingRules.UseDropRates.DisabledItemIDs = ############################################################################### # AuctionHouseBot.MaxBuyoutPriceInCopper # Maximum amount that a buyout on a listing can be in copper. Prevents # overflow. Don't increase this, but you can decrease it. # Default 1000000000 (100k gold) # # AuctionHouseBot.BuyoutVariationReducePercent # AuctionHouseBot.BuyoutVariationAddPercent # After a price is calculated using the various multipliers for either # a buy or a sell, it is randomized within a band up to +AddPercent # and down to -ReducePercent # Default 0.15 (down) and 0.25 (up) - Which means the price range -15% or up +25% # Note: Do not go negative on either number. Setting both to 0 will cause # no price variation at all # # AuctionHouseBot.BidVariationHighReducePercent # AuctionHouseBot.BidVariationLowReducePercent # After the buyout amount is calculated, this is how much deeper down # the bid price can be. It will range from buyout-HighReduce to buyout-LowReduce # percent # Default 0 (high) and .25 (low) - Starting bid will be Buyout (high) and Buyout-25% (low) # Note: Do not go negative on either number. Set both to 0 if you want bids # to always be exactly buyout for both buyer and seller. # # AuctionHouseBot.BuyoutBelowVendorVariationAddPercentEnabled # If true, price calculation will apply the following config percent when # a price's buyout is calculated below the item_template.SellPrice # Default: true # # AuctionHouseBot.BuyoutBelowVendorVariationAddPercent # If a buyout calculates to a price below vendor price, this is how much to # add to it in order to bring it up above vendor price. # Default 0.25 (+25% increase in price) # Note: Do not put a negative or it will sell less than a vendor. Set to # zero if you want exactly vendor price ############################################################################### AuctionHouseBot.MaxBuyoutPriceInCopper = 1000000000 AuctionHouseBot.BuyoutVariationReducePercent = 0.15 AuctionHouseBot.BuyoutVariationAddPercent = 0.25 AuctionHouseBot.BidVariationHighReducePercent = 0 AuctionHouseBot.BidVariationLowReducePercent = 0.25 AuctionHouseBot.BuyoutBelowVendorVariationAddPercentEnabled = true AuctionHouseBot.BuyoutBelowVendorVariationAddPercent = 0.25 ############################################################################### # AuctionHouseBot..MinItems # AuctionHouseBot..MaxItems # The minimum and maximum number of items to post on that auction house # Note: If you have AllowTwoSide.Interaction.Auction enabled in your AzerothCore's # worldserver.conf, then only the Neutral AH will appear to fill in the # database. Auctions will still appear in non-Neutral AH. # Default: 15000 for both ############################################################################### AuctionHouseBot.Alliance.MinItems = 15000 AuctionHouseBot.Alliance.MaxItems = 15000 AuctionHouseBot.Horde.MinItems = 15000 AuctionHouseBot.Horde.MaxItems = 15000 AuctionHouseBot.Neutral.MinItems = 15000 AuctionHouseBot.Neutral.MaxItems = 15000 ############################################################################### # BUYER PROPERTIES # Behavior: # 1) Determining Items to Buy: Every minute the buyer bot will select # (BuyCandidatesPerBuyCycle) items currently up for auction which are # listed by players as potential purchase items. # 2) Price Willing to Pay: The buyer bot will use the same item price # calculation the seller bot uses, including the random +/- 25%, and # that calculated price is then multiplied by (AcceptablePriceModifier) # which then becomes the price the buyer will be willing to spend. # 3) Buying it: If the price calculated is higher than the buy out price, # then the bot will buy it out. If not, it will see if it's an item # not yet bidded on by a bot and the price is affordable, then it will # place a bid (outbid, so just over current bid) # - The above behavior is replicated on each enabled auction house. # - If left to default settings, 1 item in each auction house will attempt # to be bought from, if the price calculation seems favorable. # - Note that any item buy attempt, even items above buying price, # consumes a buy candidate. That means that too many overpriced items # can drown out potential sales. # # AuctionHouseBot.Buyer.Enabled # Enable/Disable the buying bot. # Default: false (disabled) # # AuctionHouseBot.Buyer.BuyCandidatesPerBuyCycle # How many to items to price and attempt to buy. Note, this number of # items will be selected from each of the auction house types (Alliance, # Horde, Neutral). Meaning if you set this as 10, then up to 10 items # from each AH will be selected (total of 30). Whole numbers only. # Very large values can impact server performance, and is generally # not neccessary. This runs once every Buy/Sell cycle as defined # by AuctionHouseBot.AuctionHouseManagerCyclesBetweenBuyOrSell. # Value can be a single number in order to consider buying X items each # Buy/Sell cycle, or a pair of numbers separated by a ':' to consider # buying a random number between X and Y items. (e.g. 1:5 to consider 1-5 items) # Default: 1 (1 item per auction house is considered per Buy/Sell cycle) # # AuctionHouseBot.Buyer.AcceptablePriceModifier # The buyer bot calculates item prices the same way the selling # bot does, then multiplies that value by this number to determine # how much it is willing to spend. # A value of 1 means the buyer bot will generally pay the same as the # seller bot lists. Similarly, a value of 1.5 means it will pay roughly # 50% more than the seller bot's listed price. Can be less than 1 if you # want the buyer to be more stingy (0.5 means buyer will pay up to 50% # of what the seller sells for), but do not go lower than 0 # Default: 1 # # AuctionHouseBot.Buyer.AlwaysBidMaxCalculatedPrice # When enabled, the buyer bot will use the calculated max price they # were willing to pay as the amount they bid with, instead of minimum # bid amount. # Default: false # # AuctionHouseBot.Buyer.PreventOverpayingForVendorItems # When enabled, the buyer bot will avoid purchasing auction house items # that are being sold for more than the vendor sell price. This prevents # players from "gaming" the economy by flipping vendor items. # If disabled, the bot may still purchase vendor items above vendor value # if they fall within the acceptable price modifier rules. # Default: true # # AuctionHouseBot.Buyer.BidAgainstPlayers # When enabled, the buyer bot will post bids against auctions that players # bid against, within the acceptable price range the buyer bot was willing # to pay # Default: false ############################################################################### AuctionHouseBot.Buyer.Enabled = false AuctionHouseBot.Buyer.BuyCandidatesPerBuyCycle = 1 AuctionHouseBot.Buyer.AcceptablePriceModifier = 1 AuctionHouseBot.Buyer.AlwaysBidMaxCalculatedPrice = false AuctionHouseBot.Buyer.PreventOverpayingForVendorItems = true AuctionHouseBot.Buyer.BidAgainstPlayers = false ############################################################################### # AuctionHouseBot.ListProportion.Category*.Quality* # Determines how many of the listings, proportionally, show up as new auctions # "0" will mean the item classification never shows up. Values must be whole numbers. # For example, if consumable uncommon has a portion of 4 and container normal has # a proportion of 1 with all others being zero, then when an auction is listed # by a seller bot then 80% will be uncommon consumables and 20% will be normal # containers. This won't increase the total number of auctions. # # AuctionHouseBot.ListProportion.ListMultipliedItemIDs # Comma separated list of items in the format of "itemID:ListMultplier" # which causes any itemIDs to be listed "ListMultiplier" more times # when that item is rolled. If the ItemsPerCycle limit is reached # in a cycle, the remaining listing counts roll over to the next cycle. # Each listing is subjected to independent stack and price calculations. # Listings multplied this way do not have any influence over the # list proportions. For example, if you make an item list 1000 times, # this won't reduce the list proportion chances for the next item roll # once all of the multiple listings are complete. ListMultiplier must # be a whole number (no decimals). The multiple listings can be listed # in other faction auction houses if ItemsPerCycle is met before the # multiplier is expended. # Example: "2589:4,4306:10" would cause linen cloth to be listed 4 times and # silk cloth to be listed 10 times when randomly selected for being listed # Default: Many Non-Epic quality unprocessed common trade goods like Linen Cloth # and Peacebloom are in the config by default to over bias those at 10x rate, # as well as health/mana potions at a x5 rate ############################################################################### AuctionHouseBot.ListProportion.CategoryConsumable.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryConsumable.QualityNormal = 50 AuctionHouseBot.ListProportion.CategoryConsumable.QualityUncommon = 10 AuctionHouseBot.ListProportion.CategoryConsumable.QualityRare = 5 AuctionHouseBot.ListProportion.CategoryConsumable.QualityEpic = 0 AuctionHouseBot.ListProportion.CategoryConsumable.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryConsumable.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryConsumable.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryContainer.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryContainer.QualityNormal = 20 AuctionHouseBot.ListProportion.CategoryContainer.QualityUncommon = 8 AuctionHouseBot.ListProportion.CategoryContainer.QualityRare = 6 AuctionHouseBot.ListProportion.CategoryContainer.QualityEpic = 3 AuctionHouseBot.ListProportion.CategoryContainer.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryContainer.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryContainer.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryWeapon.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryWeapon.QualityNormal = 10 AuctionHouseBot.ListProportion.CategoryWeapon.QualityUncommon = 40 AuctionHouseBot.ListProportion.CategoryWeapon.QualityRare = 15 AuctionHouseBot.ListProportion.CategoryWeapon.QualityEpic = 4 AuctionHouseBot.ListProportion.CategoryWeapon.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryWeapon.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryWeapon.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryGem.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryGem.QualityNormal = 0 AuctionHouseBot.ListProportion.CategoryGem.QualityUncommon = 20 AuctionHouseBot.ListProportion.CategoryGem.QualityRare = 8 AuctionHouseBot.ListProportion.CategoryGem.QualityEpic = 2 AuctionHouseBot.ListProportion.CategoryGem.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryGem.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryGem.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryArmor.QualityPoor = 10 AuctionHouseBot.ListProportion.CategoryArmor.QualityNormal = 20 AuctionHouseBot.ListProportion.CategoryArmor.QualityUncommon = 50 AuctionHouseBot.ListProportion.CategoryArmor.QualityRare = 25 AuctionHouseBot.ListProportion.CategoryArmor.QualityEpic = 8 AuctionHouseBot.ListProportion.CategoryArmor.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryArmor.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryArmor.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityNormal = 10 AuctionHouseBot.ListProportion.CategoryReagent.QualityUncommon = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityRare = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityEpic = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryReagent.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryProjectile.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryProjectile.QualityNormal = 10 AuctionHouseBot.ListProportion.CategoryProjectile.QualityUncommon = 6 AuctionHouseBot.ListProportion.CategoryProjectile.QualityRare = 4 AuctionHouseBot.ListProportion.CategoryProjectile.QualityEpic = 2 AuctionHouseBot.ListProportion.CategoryProjectile.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryProjectile.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryProjectile.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityNormal = 80 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityUncommon = 15 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityRare = 8 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityEpic = 2 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryTradeGood.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryGeneric.QualityPoor = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityNormal = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityUncommon = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityRare = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityEpic = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityLegendary = 10 AuctionHouseBot.ListProportion.CategoryGeneric.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryGeneric.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryRecipe.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryRecipe.QualityNormal = 30 AuctionHouseBot.ListProportion.CategoryRecipe.QualityUncommon = 40 AuctionHouseBot.ListProportion.CategoryRecipe.QualityRare = 15 AuctionHouseBot.ListProportion.CategoryRecipe.QualityEpic = 5 AuctionHouseBot.ListProportion.CategoryRecipe.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryRecipe.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryRecipe.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryQuiver.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryQuiver.QualityNormal = 10 AuctionHouseBot.ListProportion.CategoryQuiver.QualityUncommon = 8 AuctionHouseBot.ListProportion.CategoryQuiver.QualityRare = 3 AuctionHouseBot.ListProportion.CategoryQuiver.QualityEpic = 0 AuctionHouseBot.ListProportion.CategoryQuiver.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryQuiver.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryQuiver.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryQuest.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryQuest.QualityNormal = 25 AuctionHouseBot.ListProportion.CategoryQuest.QualityUncommon = 3 AuctionHouseBot.ListProportion.CategoryQuest.QualityRare = 2 AuctionHouseBot.ListProportion.CategoryQuest.QualityEpic = 1 AuctionHouseBot.ListProportion.CategoryQuest.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryQuest.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryQuest.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityNormal = 5 AuctionHouseBot.ListProportion.CategoryKey.QualityUncommon = 2 AuctionHouseBot.ListProportion.CategoryKey.QualityRare = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityEpic = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryKey.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryMisc.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryMisc.QualityNormal = 2 AuctionHouseBot.ListProportion.CategoryMisc.QualityUncommon = 2 AuctionHouseBot.ListProportion.CategoryMisc.QualityRare = 1 AuctionHouseBot.ListProportion.CategoryMisc.QualityEpic = 1 AuctionHouseBot.ListProportion.CategoryMisc.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryMisc.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryMisc.QualityHeirloom = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityPoor = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityNormal = 30 AuctionHouseBot.ListProportion.CategoryGlyph.QualityUncommon = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityRare = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityEpic = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityLegendary = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityArtifact = 0 AuctionHouseBot.ListProportion.CategoryGlyph.QualityHeirloom = 0 # Default IDs here are listed in order of Cloth, Leather, Ore, Stone, Herbs, Enchanting, Uncut Gems, Health/Mana Potions # Note: it was not required to be in this order, just stating that so you can find blocks to remove/edit AuctionHouseBot.ListProportion.ListMultipliedItemIDs = 2589:10,2592:10,4306:10,4338:10,14047:10,21877:10,33470:10,2318:10,2319:10,4234:10,4304:10,8170:10,21887:10,33568:10,2770:10,2771:10,2772:10,2775:10,2776:10,3858:10,7911:10,10620:10,23424:10,23425:10,23426:10,23427:10,36909:10,36912:10,36910:10,2835:10,2836:10,2838:10,12365:10,7912:10,765:10,785:10,2447:10,2449:10,2450:10,2452:10,2453:10,3355:10,3356:10,3357:10,3358:10,3369:10,3818:10,3819:10,3820:10,3821:10,4625:10,8153:10,8831:10,8836:10,8838:10,8839:10,8845:10,8846:10,13463:10,13464:10,13465:10,13466:10,13467:10,13468:10,22785:10,22786:10,22787:10,22789:10,22790:10,22791:10,22792:10,22793:10,22794:10,22795:10,36901:10,36902:10,36903:10,36904:10,36905:10,36906:10,36907:10,36908:10,37921:10,10938:10,10939:10,10940:10,10978:10,10998:10,11082:10,11084:10,11128:10,11134:10,11135:10,11138:10,11139:10,11174:10,11175:10,11177:10,11178:10,14343:10,16202:10,16203:10,16204:10,22445:10,22446:10,22447:10,22448:10,22449:10,34052:10,34053:10,34054:10,34055:10,34056:10,774:10,818:10,1206:10,1210:10,1529:10,1705:10,3864:10,7909:10,7910:10,12361:10,12364:10,12799:10,12800:10,21929:10,23077:10,23079:10,23107:10,23112:10,23117:10,23436:10,23437:10,23438:10,23439:10,23440:10,23441:10,36917:10,36918:10,36919:10,36920:10,36921:10,36922:10,36923:10,36924:10,36925:10,36926:10,36927:10,36928:10,36929:10,36930:10,36931:10,36932:10,36933:10,36934:10,118:5,858:5,929:5,2455:5,2456:5,3827:5,3928:5,6149:5,13443:5,13446:5,18253:5,22829:5,22832:5,22850:5,33447:5,33448:5,39671:5,40067:5,43569:5,43570:5 ############################################################################### # AuctionHouseBot.PriceMinimumCenterBase.UseItemSellPriceIfHigher # If set to true, the minimum center base will use the item sell price # defined in sql table item_template.SellPrice if that value is higher # than the defined PriceMinimumCenterBase below. Generally leave this # as true, as the price minimums were meant only to catch zero or # ultra low value items. Basically, if this is false then all items # will use this category price as the base before formulas, so it # is only advisable to make false if you are doing item level settings # Note: Be mindful of BuyoutBelowVendorVariationAddPercentEnabled # # AuctionHouseBot.PriceMinimumCenterBase.* # Category-level price minimums, in copper, before any multipliers come # into play. Value shouldn't be zero, and the base minimum price will # the BidVariation* variables above. This is used to catch 0 cost or # extremely low cost items. Note that the value can never be lower than 1 # # AuctionHouseBot.PriceMinimumCenterBase.OverrideItems # Comma separated list of items in the format of "itemID:PriceMinCopper" # which is an override of the PriceMinimumCenterBase", a value that is # used before variation and multipliers # Example: "2589:1000000,4306:100000" would set the minimum price center # of linen cloth to 100 gold and silk cloth to 10 gold each ############################################################################### AuctionHouseBot.PriceMinimumCenterBase.UseItemSellPriceIfHigher = true AuctionHouseBot.PriceMinimumCenterBase.Consumable = 1000 AuctionHouseBot.PriceMinimumCenterBase.Container = 1000 AuctionHouseBot.PriceMinimumCenterBase.Weapon = 1000 AuctionHouseBot.PriceMinimumCenterBase.Gem = 1000 AuctionHouseBot.PriceMinimumCenterBase.Armor = 1000 AuctionHouseBot.PriceMinimumCenterBase.Reagent = 1000 AuctionHouseBot.PriceMinimumCenterBase.Projectile = 5 AuctionHouseBot.PriceMinimumCenterBase.TradeGood = 850 AuctionHouseBot.PriceMinimumCenterBase.Generic = 1000 AuctionHouseBot.PriceMinimumCenterBase.Recipe = 1000 AuctionHouseBot.PriceMinimumCenterBase.Quiver = 1000 AuctionHouseBot.PriceMinimumCenterBase.Quest = 1000 AuctionHouseBot.PriceMinimumCenterBase.Key = 1000 AuctionHouseBot.PriceMinimumCenterBase.Misc = 1000 AuctionHouseBot.PriceMinimumCenterBase.Glyph = 1000 AuctionHouseBot.PriceMinimumCenterBase.OverrideItems = ############################################################################### # AuctionHouseBot.AdvancedPricing...Enabled # Enable/Disable the use of advanced (logarithmic) pricing formulas # for specific subclasses. This behavior attempts to make pricing more # similar to that of live servers. Generally, many items will have # "more realistic" prices, but items that are particularly valuable # (e.g. Black Lotus, Devilsaur Leather) are too anomalous to accurately # model their prices alongside more predictable items - their prices # may be considered "low". # # Consider using the Advanced_Pricing_Calculator spreadsheet included # in the "tools" folder of this module for help with changing config settings. # # Note that the AdvancedPricing logic also relies on values # set by AuctionHouseBot.PriceMultiplier.Category*.Quality* # Defaults: true (Enabled) # # Note that all price multpliers (along with the advanced pricing) are applied # multiplicative. Example: A Category of 1.5x, Quality of 2x, and CategoryQuality # of 1.4x would make the multiplier 4.2 (1.5 x 2 x 1.4). The advanced pricing # (below) would then multiply that value further. Enabling advanced pricing # will disable PriceMultiplier.ItemLevel pricing for that category ############################################################################### AuctionHouseBot.AdvancedPricing.Consumable.Potion.Enabled = true AuctionHouseBot.AdvancedPricing.Consumable.Elixir.Enabled = true AuctionHouseBot.AdvancedPricing.Consumable.Flask.Enabled = true AuctionHouseBot.AdvancedPricing.Gem.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Cloth.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Herb.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.MetalStone.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Leather.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Enchanting.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Elemental.Enabled = true AuctionHouseBot.AdvancedPricing.TradeGood.Meat.Enabled = true AuctionHouseBot.AdvancedPricing.Misc.Junk.Enabled = true AuctionHouseBot.AdvancedPricing.Misc.Mount.Enabled = true ############################################################################### # AuctionHouseBot.PriceMultiplier.Category.* # AuctionHouseBot.PriceMultiplier.Quality.* # Category/Quality-level modifier values for the prices of items, which can be # represented as decimal numbers, and must be > 0. Keep in mind that # the pricing algorithm has many steps to it and this is just a tuning # modifier. # # AuctionHouseBot.PriceMultiplier.ItemLevel.Category.* # Multiplier applied to item level when determining auction price, by category # Final multiplier = itemLevel * this value. Set to 0 (or less) to disable. # Default: 0 (Disabled) # Note: This will be ignored for any matching specific category if # AdvancedPricing is enabled (above). This applies in combination with # all other price multipliers. # # AuctionHouseBot.PriceMultiplier.Category*.Quality* # Category-and-Quality- modifier values for the prices of items. # These values can be represented as decimal numbers, and must be > 0. # This allows more precise control than Category.* or Quality.* alone, # for example making Uncommon Weapons more expensive without affecting # Uncommon Trade Goods. # # Note that all price multpliers (along with the advanced pricing) are applied # multiplicative. Example: A Category of 1.5x, Quality of 2x, and CategoryQuality # of 1.4x would make the multiplier 4.2 (1.5 x 2 x 1.4). The advanced pricing # (above) would then multiply that value further. ############################################################################### # Broad category multipliers AuctionHouseBot.PriceMultiplier.Category.Consumable = 1 AuctionHouseBot.PriceMultiplier.Category.Container = 1 AuctionHouseBot.PriceMultiplier.Category.Weapon = 1 AuctionHouseBot.PriceMultiplier.Category.Gem = 1 AuctionHouseBot.PriceMultiplier.Category.Armor = 1 AuctionHouseBot.PriceMultiplier.Category.Reagent = 1 AuctionHouseBot.PriceMultiplier.Category.Projectile = 1 AuctionHouseBot.PriceMultiplier.Category.TradeGood = 1 AuctionHouseBot.PriceMultiplier.Category.Generic = 1 AuctionHouseBot.PriceMultiplier.Category.Recipe = 1 AuctionHouseBot.PriceMultiplier.Category.Quiver = 1 AuctionHouseBot.PriceMultiplier.Category.Quest = 1 AuctionHouseBot.PriceMultiplier.Category.Key = 1 AuctionHouseBot.PriceMultiplier.Category.Misc = 1 AuctionHouseBot.PriceMultiplier.Category.Glyph = 1 # Broad quality multipliers AuctionHouseBot.PriceMultiplier.Quality.Poor = 1 AuctionHouseBot.PriceMultiplier.Quality.Normal = 1 AuctionHouseBot.PriceMultiplier.Quality.Uncommon = 1.8 AuctionHouseBot.PriceMultiplier.Quality.Rare = 1.9 AuctionHouseBot.PriceMultiplier.Quality.Epic = 2.1 AuctionHouseBot.PriceMultiplier.Quality.Legendary = 3 AuctionHouseBot.PriceMultiplier.Quality.Artifact = 3 AuctionHouseBot.PriceMultiplier.Quality.Heirloom = 3 # Category item level multiplier (item itemlevel x this value, 0 = disabled) AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Consumable = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Container = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Weapon = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Gem = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Armor = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Reagent = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Projectile = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.TradeGood = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Generic = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Recipe = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Quiver = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Quest = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Key = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Misc = 0 AuctionHouseBot.PriceMultiplier.ItemLevel.Category.Glyph = 0 ## The following are applied in addition to any above, for fine tuning # Consumable AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryConsumable.QualityHeirloom = 1.0 # Container AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityNormal = 1.6 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityUncommon = 6.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryContainer.QualityHeirloom = 1.0 # Weapon AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityUncommon = 1.2 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityRare = 2.5 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityEpic = 3.0 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryWeapon.QualityHeirloom = 1.0 # Gem AuctionHouseBot.PriceMultiplier.CategoryGem.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityUncommon = 1.2 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityRare = 1.2 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityEpic = 0.9 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGem.QualityHeirloom = 1.0 # Armor AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityUncommon = 1.2 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityRare = 2.5 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityEpic = 3.0 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryArmor.QualityHeirloom = 1.0 # Reagent AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityNormal = 1.6 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryReagent.QualityHeirloom = 1.0 # Projectile AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityNormal = 0.9 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityUncommon = 0.8 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityRare = 2.5 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityEpic = 2.8 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryProjectile.QualityHeirloom = 1.0 # Trade Good AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityNormal = 0.8 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityUncommon = 1.2 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityRare = 1.2 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityEpic = 0.9 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityLegendary = 1.4 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryTradeGood.QualityHeirloom = 1.0 # Generic AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGeneric.QualityHeirloom = 1.0 # Recipe AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityUncommon = 2.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityRare = 2.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityEpic = 20.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryRecipe.QualityHeirloom = 1.0 # Quiver AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuiver.QualityHeirloom = 1.0 # Quest AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityRare = 7.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityEpic = 8.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryQuest.QualityHeirloom = 1.0 # Key AuctionHouseBot.PriceMultiplier.CategoryKey.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryKey.QualityHeirloom = 1.0 # Misc AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMisc.QualityHeirloom = 1.0 # Glyph AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityNormal = 14.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryGlyph.QualityHeirloom = 1.0 # Mount AuctionHouseBot.PriceMultiplier.CategoryMount.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityRare = 3000.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityEpic = 5750.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMount.QualityHeirloom = 1.0 # Money AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryMoney.QualityHeirloom = 1.0 # Permanent AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityPoor = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityNormal = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityUncommon = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityRare = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityEpic = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityLegendary = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityArtifact = 1.0 AuctionHouseBot.PriceMultiplier.CategoryPermanent.QualityHeirloom = 1.0 ############################################################################### # AuctionHouseBot.ListingStack.RandomRatio.* # Used to determine how often a stack of the class will be single or randomly-size stacked when posted # Value needs to be between 0 and 100, no decimal. Anything higher than 100 will be treated as 100 # Examples: 100 = stacks will always be random in size # 50 = half the time the stacks are random, the other half being single stack # 0 = stacks will always single size # Defaults: Consumable: 50 (50% random stack size, 50% single stack size) # Container: 0 (100% single stack size) # Weapon: 0 (100% single stack size) # Gem: 5 (5% random stack size, 95% single stack size) # Armor: 0 (100% single stack size) # Reagent: 50 (50% random stack size, 50% single stack size) # Projectile: 100 (100% random stack size) # TradeGood: 50 (50% random stack size, 50% single stack size) # Generic: 100 (100% random stack size) # Recipe: 0 (100% single stack size) # Quiver: 0 (100% single stack size) # Quest: 10 (10% random stack size, 90% single stack size) # Key: 10 (10% random stack size, 90% single stack size) # Misc: 100 (100% random stack size) # Glyph: 0 (100% single stack size) # # AuctionHouseBot.ListingStack.RandomStackIncrement.* # When randomizing a stack, this is the multiple used in the stack size # Examples: 1 = stacks will be in sizes of 1, 2, 3, ... # 5 = stacks will be in sizes of 5, 10, 15, ... # Setting the value too high will clamp to the max stack size, so use that # if you want all random stack sizes to be full stacks (like ammo). Also, # it will only use the increment if the it's a random stack 'roll'. A # value of 0 will be treated as a 1 # # NOTES: Stack sizes of 1 will show up if the RandomRatio is not set to 100. # If you want something to always post maxed out, set RandomRatio to # 100 and RandomStackIncrement to a value that is at or greater than the # largest possible stack size for that category. Default configurations # here will do that for Projectiles. ############################################################################### AuctionHouseBot.ListingStack.RandomRatio.Consumable = 50 AuctionHouseBot.ListingStack.RandomRatio.Container = 0 AuctionHouseBot.ListingStack.RandomRatio.Weapon = 0 AuctionHouseBot.ListingStack.RandomRatio.Gem = 30 AuctionHouseBot.ListingStack.RandomRatio.Armor = 0 AuctionHouseBot.ListingStack.RandomRatio.Reagent = 50 AuctionHouseBot.ListingStack.RandomRatio.Projectile = 100 AuctionHouseBot.ListingStack.RandomRatio.TradeGood = 75 AuctionHouseBot.ListingStack.RandomRatio.Generic = 100 AuctionHouseBot.ListingStack.RandomRatio.Recipe = 0 AuctionHouseBot.ListingStack.RandomRatio.Quiver = 0 AuctionHouseBot.ListingStack.RandomRatio.Quest = 10 AuctionHouseBot.ListingStack.RandomRatio.Key = 10 AuctionHouseBot.ListingStack.RandomRatio.Misc = 100 AuctionHouseBot.ListingStack.RandomRatio.Glyph = 0 AuctionHouseBot.ListingStack.RandomStackIncrement.Consumable = 5 AuctionHouseBot.ListingStack.RandomStackIncrement.Container = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Weapon = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Gem = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Armor = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Reagent = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Projectile = 1000 AuctionHouseBot.ListingStack.RandomStackIncrement.TradeGood = 5 AuctionHouseBot.ListingStack.RandomStackIncrement.Generic = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Recipe = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Quiver = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Quest = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Key = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Misc = 1 AuctionHouseBot.ListingStack.RandomStackIncrement.Glyph = 1 ############################################################################### # AuctionHouseBot.ListedItemLevelRestrict.Enabled # If true, the item level will be restricted in listings # Default: false # # AuctionHouseBot.ListedItemLevelRestrict.MinItemLevel # The lowest item level that will show up in listings # Default: 0 # # AuctionHouseBot.ListedItemLevelRestrict.UseCraftedItemForCalculation # If the item is a recipe, then this will use the item produced by it # for the determination if it will be excluded # Default: true # # AuctionHouseBot.ListedItemLevelRestrict.MaxItemLevel # The highest item level that will show up in listings # Default: 999 # # AuctionHouseBot.ListedItemLevelRestrict.ExceptionItemIDs # Comma separated list of itemIDs to exclude from any item level restriction logic # Ranges using a dash (-) can also be used # NOTE: Other filtering will still be honored even if it's listed here # Example: "100,150-200" would cause item level 100, and all item levels # between 150 and 200 (inclusively) to not be subjected to this restriction. ############################################################################### AuctionHouseBot.ListedItemLevelRestrict.Enabled = false AuctionHouseBot.ListedItemLevelRestrict.UseCraftedItemForCalculation = true AuctionHouseBot.ListedItemLevelRestrict.MinItemLevel = 0 AuctionHouseBot.ListedItemLevelRestrict.MaxItemLevel = 999 AuctionHouseBot.ListedItemLevelRestrict.ExceptionItemIDs = ############################################################################### # AuctionHouseBot.ListedItemIDRestrict.Enabled # If true, the item ids (item_temtplate.entry) will be restricted in listings # Default: false # # AuctionHouseBot.ListedItemIDRestrict.MinItemID # The lowest item id that will show up in listings # Default: 0 # # AuctionHouseBot.ListedItemIDRestrict.MaxItemID # The highest item id that will show up in listings # Default: 200000 # # AuctionHouseBot.ListedItemIDRestrict.ExceptionItemIDs # Comma separated list of itemIDs to exclude from any item id restriction logic # Ranges using a dash (-) can also be used # NOTE: Other filtering will still be honored even if it's listed here # Example: "2589,3200-3202" would cause Linen Cloth (2589), Burnt Leather Bracers (3200), # Barbarian War Axe (3201), and Forest Leather Bracers (3202) to not # be subjected to this restriction ############################################################################### AuctionHouseBot.ListedItemIDRestrict.Enabled = false AuctionHouseBot.ListedItemIDRestrict.MinItemID = 0 AuctionHouseBot.ListedItemIDRestrict.MaxItemID = 200000 AuctionHouseBot.ListedItemIDRestrict.ExceptionItemIDs = ############################################################################### # AuctionHouseBot.DisabledItemTextFilter # If true, the seller bot won't list items with bad names like "OLD" and "D'Sak" # Default: true # # AuctionHouseBot.DisabledRecipeProducedItemFilterEnabled # If true, the seller bot will apply filtering in DisabledRecipeProducedItemClassSubClasses # Default: false # # AuctionHouseBot.DisabledRecipeProducedItemClassSubClasses # Comma separated list of items in the format of "class:subclass" that # will be filtered out of seller bot listings if DisabledRecipeProducedItemFilterEnabled # is true and the item is produced from a recipe. The values come from # ITEM_CLASS_ and ITEM_SUBCLASS_ variables within AzerothCore # (see ItemTemplate.h for a full list). Can use wildcard (*) for # subclass (but cannot wildcard class). # Default: Filters out player made weapons (2:*), armor (4:*), pets (15:2) and mounts (15:5) # # AuctionHouseBot.DisabledInvalidItemIDs # Comma separated list of itemIDs to exclude from listing by the seller bot, # which represent otherwise unusable items or items in the database not # available in a standard blizzard server. # Ranges using a dash (-) can also be used # # AuctionHouseBot.DisabledCustomItemIDs # Comma separated list of itemIDs to exclude from listing by the seller bot, # which represent any custom IDs you wish to also exclude. Default it is # empty. Ranges using a dash (-) can also be used ############################################################################### AuctionHouseBot.DisabledItemTextFilter = true AuctionHouseBot.DisabledRecipeProducedItemFilterEnabled = false AuctionHouseBot.DisabledRecipeProducedItemClassSubClasses = 2:*,4:*,15:2,15:5 AuctionHouseBot.DisabledInvalidItemIDs = 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AuctionHouseBot.DisabledCustomItemIDs =