entitlements.yml
Limits, costs and delays: their defaults, strategies and multipliers.
Every number a player's rank can change lives here. The node list with defaults is in Limits and costs; this page is about the file's own shape.
An entry
entitlements:
uxmclaims.limit.claim:
strategy: STACK
defaultValue: 1
incrementRate: 1
| Key | Meaning |
|---|---|
strategy | How several matching permissions combine (STACK, MAX or MIN) |
defaultValue | What a player with no matching permission gets |
incrementRate | A multiplier for limits, a percentage for costs |
The map key is the permission prefix. A player grants the value by holding
<prefix>.<amount>: uxmclaims.limit.claim.5.
strategy
| Value | Combines by | Use for |
|---|---|---|
STACK | Adding every match, plus the default | Limits that accumulate across ranks |
MAX | Taking the largest match | Limits where the best rank wins outright |
MIN | Taking the smallest match | Costs and delays, where smaller is the perk |
STACK includes defaultValue in the sum. That is why uxmclaims.limit.claim ships with a default
of 1 and a rank granting .2 produces three claims, not two.
incrementRate
Two different meanings depending on what the entitlement is.
For limits, it multiplies.
| Rate | Node | Result |
|---|---|---|
1 | uxmclaims.limit.chunk.500 | 500 chunks |
20 | uxmclaims.limit.claim.5 | 100 claims |
A rate above 1 turns the node into a tier: level 5 rather than five claims. Every shipped
entitlement uses 1, so what you write is what you get.
For costs, it is compound interest per item owned.
| Rate | Base | 1st | 2nd | 3rd |
|---|---|---|---|---|
0.0 | 100 | 100 | 100 | 100 |
10.0 | 100 | 100 | 110 | 121 |
Every shipped cost uses 0.0, meaning flat pricing. Setting a rate is how you make the tenth claim
cost meaningfully more than the first without writing ten permission nodes.
The shipped defaults, in one place
| Prefix | Strategy | Default | Rate |
|---|---|---|---|
uxmclaims.limit.claim | STACK | 1 | 1 |
uxmclaims.limit.chunk | STACK | 10 | 1 |
uxmclaims.limit.member | STACK | 50 | 1 |
uxmclaims.limit.time | STACK | 2592000 | 1 |
uxmclaims.limit.warp | MAX | 3 | 1 |
uxmclaims.limit.role | MAX | 5 | 1 |
uxmclaims.limit.ban | MAX | 25 | 1 |
uxmclaims.limit.invite | MAX | 10 | 1 |
uxmclaims.cost.claim | MIN | 0.0 | 0.0 |
uxmclaims.cost.chunk | MIN | 25.0 | 0.0 |
uxmclaims.cost.warp | MIN | 0.0 | 0.0 |
uxmclaims.cost.role | MIN | 0.0 | 0.0 |
uxmclaims.cost.warptp | MIN | 0.0 | 0.0 |
uxmclaims.cost.invite | MIN | 0.0 | 0.0 |
uxmclaims.cost.rename | MIN | 0.0 | 0.0 |
uxmclaims.cost.time | MIN | 5.0 | 0.0 |
uxmclaims.delay.teleport | MIN | 3 | 1 |
Notes
-
defaultValue: 1for claims is deliberately tight. Every player gets one claim and nothing else until a rank says otherwise. Raise it if your server expects players to hold several without buying a rank. -
limit.timeinteracts withexpireMode. WithclaimSettings.expireMode: falsenothing expires and the entitlement is inert. With it on,limit.timecaps how far/claim extendmay push the expiry: extending past it answers "The maximum claim duration has been exceeded." -
Cost nodes can only ever discount, because they use
MIN. Granting a rank a number higher thandefaultValuechanges nothing. -
Watch inherited groups. With
STACK, a VIP inheriting the default group gets the sum of both sets of nodes. This is almost always the explanation for a limit that came out higher than intended.
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