To let players sell items back to a shop, turn on Enable Selling on that shop. This chapter explains how to turn it on, how the sell price is calculated, what players see in sell mode, and how sold items are routed back into the shop's categories (sell-back routing).

Selling is off by default. The shop UI shows no sell mode toggle until the GM enables it explicitly.

Who Uses It

Role What they do
GM Enables selling on the shop, picks the sell modifier, and configures which categories receive which item types.
Player Switches the shop UI to Sell, picks items from their inventory into a cart, and confirms the sale.

Turning Selling On

In Shop Settings > Currency & Pricing > Selling Settings:

Option Default Effect
Enable Selling (allowSell) Off When on, the shop UI shows a Buy / Sell toggle. Off hides the toggle entirely.
Currently Accepting Sells (acceptingSells) On Temporarily refuse sells without disabling the feature. The toggle stays visible but confirms are rejected.
Sell Price Modifier (sellPriceModifier) 0.5 Multiplier applied to the item's original price. 0.5 = half price, 1.0 = same as buy, 1.5 = 50% bonus.
Shop Has Unlimited Funds (infiniteFunds) On When on, the shop pays without checking its own wallet. Off requires the shop wallet to cover the payment.
Keep Sold Items in Shop (keepSoldItems) Off When on, sold items are routed back into a shop category and can be repurchased.
Merge Same Item Stacks (mergeSoldStacks) On Same UUID stacks combine instead of creating a new row in the category.

Turning on only Enable Selling gives the simplest behavior: the item disappears, the player gets half its price.

How the Sell Price Is Calculated

  1. Look up the item's original price using the order from Chapter 4.
  2. Apply the Sell Price Modifier. A per-item modifier (sellPriceModifier) wins if set; otherwise the shop's modifier; otherwise 0.5.
  3. Multiply by the quantity being sold.
  4. Reject the sell if the result is 0 or less.

Items priced with multiple currencies (e.g. 5gp 3sp) keep their original currency split when possible. If the split does not divide cleanly under the modifier, the price falls back to the base unit.

A shop that accepts multiple currencies pays in the currency the price was defined in. Virtual-currency items are paid out in virtual currency, sheet-currency items in sheet currency.

Even very small prices keep a minimum payout of 1 base unit (from version 1.2.x). A D&D 5e 1cp item does not disappear from the sell list at the default 0.5 modifier.

The Player's Sell Flow

When a shop is open, the UI shows a Buy / Sell toggle somewhere on the screen (the exact spot depends on the theme). Flipping to Sell changes the layout:

  1. The left category panel is replaced by the sellable items list. The player's inventory is grouped by item type (weapon, armor, consumable, etc.).
  2. Each item shows the price the shop will pay and the quantity owned.