The configuration isn't loaded yet when the plugin loaded and the flag initialised so we can't check that there. The config option is checked at the point where the flag is handled though so there is no difference from the intended functionality when registering the flag anyways. The only downside is that this could be a tiny bit confusing to the user in the end but I think that is a small price to pay when it wouldn't be working at all otherwise.
The NameChecker now catches any exception that might be thrown when querying the account in order to properly cancel in the case of an unknown account or an error that occurred in the event to not let players create shops that they don't have access to if an exception occurs.
This fixes a bug where shop owner accounts would not be created in certain cases e.g. when the owner had certain admin permissions or created the account for another player while having certain admin permissions.
Also catch wrong types when loading the config better without completely disabling the plugin and revert "Make sure special parsers are setup" and register the parsers static again.
There might have been a case where when trying to pair the yml file with the Properties class the parsers weren't actually registered yet as nothing was called on the Properties file yet.
Also improve the ReserveListener by removing the query for the OfflinePlayer object as that's not necessary to use the Reserve economy API as it directly provides methods for UUID usage (and account existence has usually been checked before already)
Also use canAddHoldings to check if economy user can hold money instead of adding and removing.
Also add tax bypass permissions (#204, ChestShop.notax.buy/sell). When buying with that permission the buyer does not have to pay the tax (the seller will still get the reduced amount), when selling the seller will get the full amount instead of one lowered by the tax.
The permissions of the shop owner play no role due to there not being a good way of checking offline player permissions and it being a bit non-obvious for the buying/selling player if a shop would be with or without tax. This way all that gets changed is the amount the player pays/receives and not the shop owner (and the player should know their permissions/rank already)
The transfer event was necessary in order to correctly resolve who triggered the transaction. Economy adapters are now required to implement a listener for each of the events. It's also recommended that economy adapters that support transfers directly use that instead of passing it through subtract and add with the processTransfer method.
This was removed when the item transfer code changed which stopped comparators from working. This shouldn't be a true block update that observers can detect but only a notification for surrounding blocks that the content might have changed.
For some reason items might corrupt in the encoding and decoding process leading to invalid YAML strings. There's also another issue of the server not being able to load certain old itemstacks. (seems to be especially an issue with old entity types)
This is required as we now move items between inventories instead of individually removing and adding. This basically adds the stock represented by the admin shop sign to the AdminInventory so all transactions should always be possible.
This also uses the Bukkit API again instead of spigot (it doesn't use anything from spigot) and also makes sure to exclude any other Bukkit version from the dependency tree
This is due to a bug in CraftBukkit not properly supporting localised/translatable display names when serialising item meta.
This also adds/improves the message when no valid item ID could be generated.
This adds separate permissions for accessing, creating and destroying of shops.
It also adds a config entry to allow using of a shop even if someone have access to it due to their permissions.
The InventoryMoveItemEvent is now only used for Hopper Minecarts, other blocks that could move items (Hoppers and Droppers) are checked on place. That way players that have access to a shop can just use the blocks normally but other players can't place them.