> ## Documentation Index
> Fetch the complete documentation index at: https://andcze.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# Products

> Add and manage the products in your shop: ranks, items, and in-game currency.

<Frame caption="The product list in your shop panel">
  <img src="https://mintcdn.com/andcze/6Qp9zwUm8VUzRssf/images/panel/products.png?fit=max&auto=format&n=6Qp9zwUm8VUzRssf&q=85&s=631a16d76f88c2f835816cf0f7b80021" alt="Gallery of product cards that can be dragged" width="1280" height="720" data-path="images/panel/products.png" />
</Frame>

Products are the heart of your shop. This is where you add everything players can buy from you: ranks, items, crate keys, or in-game currency. On this page we'll show you how to manage your product list and how to add and set up a new product step by step — field by field.

## The product list

Your products appear as a **list of cards**. Each row is a single product, and at a glance you can see the most important details:

* A **thumbnail** — the product's first image (if you added one). When there's no image, a package icon appears instead.
* The product **name**.
* The **price** and the **name of the server** the product belongs to.
* A **Featured** badge — if you marked the product to stand out in the shop.
* The **status** — `Active` (green) or `Disabled` (gray).
* **Edit** (pencil) and **Delete** (trash) buttons on the right.

<Tip>
  The order of the rows in the list is exactly the order in which products will appear in the shop. Grab the **handle** (the ⠿ symbol) and **drag a row** up or down to change what players see first. It's worth putting your most popular products at the top. The new order saves automatically.
</Tip>

<Note>
  Next to **Products** in the side menu you'll see a small counter showing the total number of your products. It's a quick way to check how many items you already have in your shop.
</Note>

### Editing and deleting

You can change or delete any product at any time:

<Columns cols={2}>
  <Card title="Edit" icon="pencil">
    Click the pencil icon to open a form with the product's current settings and make your changes.
  </Card>

  <Card title="Delete" icon="trash">
    Click the trash icon. A confirmation prompt will appear — the product is only deleted after you click **Delete**. This action cannot be undone.
  </Card>
</Columns>

<Note>
  If you work with a team, only people who have been granted the right permissions will see the edit and delete buttons. A teammate without permissions will see the list but can't change or delete products.
</Note>

### When you don't have any products yet

If the list is empty, you'll see a message encouraging you to add your first product. That's normal at the start — just click the add button and go through the form described below.

## Adding a new product

To create a new product, click the add button above the list.

<Warning>
  Every product must belong to a **server**. If you haven't added any servers yet, you'll see a "Add a server first" prompt — go to the **Servers** section, add a server, and come back here.
</Warning>

### Step 1: choose a server

At the top of the add screen, a **grid of server cards** appears. Click the one the new product should go to — the selected card will be highlighted and marked with a checkmark. Only then will the product form appear below it.

<Note>
  Once you pick a server, it's already "locked in" on the form, so you don't have to select it a second time. This makes sure the product ends up in the right place.
</Note>

### Step 2: fill in the form

The form is split into clear sections. Let's go through them one by one.

#### The "Basics" section

<Steps>
  <Step title="Name">
    Give it a clear, short name, like "VIP Rank" or "1000 Coins". The name is the first thing a player sees, so it should immediately say what they're buying. This field is **required**.
  </Step>

  <Step title="Server">
    Only shows up if a server wasn't chosen earlier. It indicates which server the purchase will be fulfilled on.
  </Step>

  <Step title="Price (PLN)">
    Enter the amount the player pays at checkout. You can use cents, for example `9.99`. This field is **required**. If you use variants (see below), this field is called **Base price** and acts as a fallback price.
  </Step>

  <Step title="Pre-sale price (PLN)">
    An optional field. Enter the **old, higher price** here if you want to show that the product is on sale. In the shop it appears crossed out next to the current price — a proven way to encourage a purchase.
  </Step>
</Steps>

<Tip>
  Set the "pre-sale" price **higher** than the regular price — otherwise the strikethrough makes no sense. If you're not running a sale right now, leave this field empty.
</Tip>

#### The "How it's sold" section

This is an important decision: you choose **how the player buys** this product. You have two tiles to pick from — you can only turn on one:

<Columns cols={2}>
  <Card title="Quantity (slider)" icon="sliders-horizontal">
    The player **picks the quantity** themselves using a slider — perfect for in-game currency (coins, points) or crate keys. There's a single price per unit. You can add **package suggestions** with bonuses.
  </Card>

  <Card title="Variants" icon="layers">
    The player **picks one of the ready-made options** (for example, a rank for 30 or 90 days). Each variant has its own price and its own commands. Perfect for ranks and bundles that come in several flavors.
  </Card>
</Columns>

<Note>
  These two modes are mutually exclusive. When you switch a product to **Variants**, the quantity slider and package suggestions no longer apply. When you choose **Quantity (slider)**, variants are skipped.
</Note>

**When you choose "Quantity (slider)"**, extra fields appear:

* **Min. quantity** — the smallest number a player can buy (defaults to `1`).
* **Max. quantity** — the largest number in a single purchase (defaults to `64`).
* **Step** — how much the slider changes the quantity with each move (defaults to `1`). For example, a step of `10` lets players buy in lots of 10, 20, 30 units.

Below these fields you'll find the **package suggestions** editor, described in its own section below.

#### The "Fulfillment commands" section

This is one of the most important fields. Here you write what your server should do when a player pays for an order — for example, grant a rank, add coins, or hand over an item. This field is **required** (at least one command).

The rules are simple:

* **One command per line.** Put each additional action on a new line.
* The commands run automatically on the server right after the order is paid.

In your commands you can use **variables** (placeholders) that are automatically swapped out for the right data:

<Columns cols={3}>
  <Card title="`{PLAYER}`">
    The nickname of the player who made the purchase — this makes sure the command reaches the right person.
  </Card>

  <Card title="`{PRODUCT}`">
    The name of the purchased product — handy, for example, in chat announcements.
  </Card>

  <Card title="`{QUANTITY}`">
    The number of units purchased — for example, the number of coins or crate keys.
  </Card>
</Columns>

An example with two commands:

```
lp user {PLAYER} parent add vip
broadcast {PLAYER} bought a rank!
```

<Warning>
  **Always set up and check your commands before you activate a product.** If you activate a product without correct commands, the player pays but gets nothing. This is the most common mistake among new shop owners. The best approach is to make a test purchase and check that the item actually reaches the game.
</Warning>

<Note>
  In **Variants** mode, the commands in this section are the **default commands**. Each variant can also have its own commands — those run instead of the defaults for that variant.
</Note>

#### The "Description and images" section

<Steps>
  <Step title="Short description">
    One or two sentences shown on the product card in the shop. It should briefly say what the player gets.
  </Step>

  <Step title="Description">
    The full description shown once someone opens the product. Spell out the details here: exactly what the offer includes, for how long, and what benefits it gives. A good description explains everything, so fewer people give up on the purchase.
  </Step>

  <Step title="Images (URL)">
    The addresses of the product images — **one URL per line**. The first image in the list serves as the thumbnail in the product list and as the main image in the shop. The rest form a gallery.
  </Step>
</Steps>

<Tip>
  You add images by pasting their web addresses. First put the graphic online (for example, on an image host or your own server), copy its address, and paste it here. One address per line.
</Tip>

#### The "Translations" section

This section appears **only when** your shop supports more than one language (you add languages in the shop settings). The basic fields (name, descriptions) are the version in your default language, and here you fill in their counterparts in the other languages.

* For each additional language you get a separate block with **Name**, **Short description**, and **Description** fields.
* Any fields you leave empty will automatically show the default version — you don't have to translate everything at once.

<Tip>
  If you run a shop for players from several countries, it's worth translating at least the name and short description of your most popular products. The rest will show the default version anyway.
</Tip>

#### The "Variants" section

This appears only in **Variants** mode. Variants are options to choose from — for example, "VIP 30 days" and "VIP 90 days". The buyer picks one of them.

Each variant has:

* A **variant name** (required) — for example, `VIP 30 days`.
* A **price (PLN)** (required) — this option's own price.
* **Variant commands** — the commands run after buying this specific variant. If you leave them empty, the default commands from the "Fulfillment commands" section take over.
* **Per-method prices** (optional) — an expandable panel where you can override the variant's price for a chosen payment method (more on this below).

Use the **Add variant** button to create more options, and the trash icon next to a row to remove the ones you don't need. You can have **up to 20 variants** per product.

<Warning>
  In variants mode you must add **at least one variant with a price**. Without it, the player would have nothing to choose from.
</Warning>

#### The "Payment methods" section

Here you decide **which methods** can be used to pay for this product and whether you want to set a different price for some of them.

* Every payment method configured in your shop has its own toggle here. Turn on the ones that should be available for this product.
* For an enabled method (in slider mode) you can enter a **price for that method**. Leave the field empty to use the standard price — enter an amount to set a fixed price just for that payment method.

<Note>
  If you haven't set up any payment methods yet, you'll see a note telling you to add them in the **Payment operators** tab. In variants mode, you set per-method prices separately on each variant (in the "Per-method prices" panel).
</Note>

<Tip>
  Per-method prices come in handy when one payment operator charges a higher fee (for example, SMS). You can then set a slightly higher price for that method to cover the cost.
</Tip>

#### The "Advanced" section

<Columns cols={2}>
  <Card title="Order">
    A number that decides where the product sits in the list. In practice it's more convenient to simply **drag** the rows in the product list, but if you prefer, you can enter a specific value here.
  </Card>

  <Card title="Active">
    The visibility toggle. On = the product is in the shop and can be bought. Off = the product is hidden (a draft).
  </Card>

  <Card title="Featured">
    Turn this on to give the product a **Featured** badge and make it stand out more in the shop. Great for bestsellers or new arrivals.
  </Card>
</Columns>

Finally, click **Add product** (or **Save changes** when editing). Canceling closes the form without saving.

## Package suggestions (bonuses for buying more)

Package suggestions are available in **Quantity (slider)** mode. They're ready-made tiles with amounts that appear under the slider in the shop — and a great way to encourage players to buy more.

Each package has two fields:

* **Quantity** — the number of units in the package (for example, `50`).
* **Bonus (free)** — how many extra units the player gets for free (for example, `5`).

You add packages with the **Add package** button and remove them with the trash icon. You can have **up to 12 packages**.

<Tip>
  Example: a player buys **1000 coins**, and you throw in **+200 coins** as a gift. An offer like that looks appealing and often raises the order value. The bonus units are automatically added to what the player receives — you don't have to count anything by hand.
</Tip>

## Status: active or draft

Every product is either **active** or saved as a **draft** (the "Active" toggle in the "Advanced" section). On the product list you can tell them apart by the status badge:

<Columns cols={2}>
  <Card title="Draft (disabled)">
    The product is saved but hidden from players — marked as **Disabled** in the list. Ideal when you're still preparing the offer and don't want to show it yet.
  </Card>

  <Card title="Active">
    The product is visible in the shop and can be bought — marked as **Active** in the list. Set this status only once everything is ready and tested.
  </Card>
</Columns>

## Frequently asked questions

<AccordionGroup>
  <Accordion title="I only have one server — do I have to choose it every time?">
    If you have one server, you still click its card at the top of the add screen. It only takes a moment, and it makes sure the product ends up in the right place.
  </Accordion>

  <Accordion title="What's the difference between the 'quantity slider' and 'variants'?">
    The quantity slider is a single product sold in any number of units at a fixed price (for example, coins). Variants are ready-made options to choose from, each with its own price and commands (for example, a rank for 30 or 90 days). Pick whichever fits the product better.
  </Accordion>

  <Accordion title="I added a product, but I can't see it in the shop.">
    Check whether the **Active** toggle is turned on. A product with the **Disabled** status is hidden from players.
  </Accordion>

  <Accordion title="Can I delete a product that someone has already bought?">
    Yes — deleting a product doesn't erase your order history. Keep in mind, though, that the action can't be undone, and the product disappears from the shop right away.
  </Accordion>

  <Accordion title="Why set a 'pre-sale price'?">
    It shows players a crossed-out, higher price next to the current one — a clear signal that they're getting a good deal. Set it higher than the regular price, or leave it empty.
  </Accordion>
</AccordionGroup>

## Best practices

<Tip>
  * **Clear names** — a player should immediately know what they're buying. Avoid abbreviations and cryptic wording.
  * **A good description** — write exactly what the player gets and for how long. The fewer questions, the more purchases.
  * **Commands first, then activation** — always set up and test your commands (a test purchase!) before you set a product to active.
  * **Choose the right way to sell** — a slider for currency and keys, variants for ranks and bundles that come in several flavors.
  * **Throw in bonuses** — package suggestions with freebies genuinely raise order values.
  * **Highlight bestsellers** — turn on "Featured" for your best offers and drag them to the top of the list.
  * **Mind your images** — a product with good graphics looks more serious and sells better.
</Tip>
