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mod-ah-bot/conf/mod_ahbot.conf.dist
2025-10-02 22:12:44 -04:00

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[worldserver]
###############################################################################
# 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.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.GUIDs = 0
AuctionHouseBot.ItemsPerCycle = 150
AuctionHouseBot.ListingExpireTimeInSecondsMin = 900
AuctionHouseBot.ListingExpireTimeInSecondsMax = 86400
###############################################################################
# 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.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.BuyoutBelowVendorVariationAddPercent = 0.25
###############################################################################
# AuctionHouseBot.<faction>.MinItems
# AuctionHouseBot.<faction>.MaxItems
# The minimum and maximum number of items to post on that auction house
# 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.*
# 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
#
# 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.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.<Category>.<Subclass>.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".
#
# 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 =