DUXPLIMA Documentation

Calendar window

The calendar window slot by slot, the four states of a day, the icons, and the streak tile.

/dailyrewards opens the calendar: six rows, one tile per day, the streak at the bottom.

The calendar window, with day 1 ready

The screenshots are from a lobby with its own day files, paying coins; the tables below describe the shipped menus/calendar.conf and days/.

Slots

SlotTileClick
10 to 16, 19 to 25, 28 to 34, 37 to 43One day each, 28 to a pageLeft click on the ready day claims it; any other day refuses with the denied sound
45Previous pageTurns back a page, when the calendar is longer than 28 days
49Your streakNothing
53Next pageTurns forward a page
Every other slotGrey paneNothing

A claim from the window answers in chat as /dailyrewards claim does, then draws the window again with the new states.

A day

The tooltip of the ready day

LineFrom
Titlemenu.day.title: Day <day>, in the colour of the day's state
Crumbmenu.day.crumb: Daily rewards
Descriptionmenu.day.description: One day of the calendar. A day you miss ends the streak.
RewardWhat the day gives at the viewer's rank, see below
Statemenu.day.state-<state>: Ready, Next up, Taken or Not yet
Click linemenu.day.action-<state>

The four states

StateShown whenIcon (icon-<state>)Title colour (role-<state>)Click line
claimableThe day the player may claim nowCHEST_MINECART, glowingctaClick to claim it
waitingThe next day, while the window runsCOMMAND_BLOCK_MINECARTinfoCome back when the wait is over
claimedA day taken in this roundMINECARTgoodYou have taken this day
lockedAny later day, or every day after the streak ran outFURNACE_MINECARTmutedCome back on this day

Icons

The icon of each state is set under placeholders at the top of calendar.conf. With all four set, as shipped, a day is drawn by its state and the day file's icon.material is not shown. Write an empty value, such as icon-locked = "", to draw the days of that state with their own icon. icon.model-data and icon.glow of the day file apply in every state.

The reward line

The reward line names what the day's lines give, at the viewer's rank:

A lineIs named asKey
[console] give %player% <item> <amount> or [player] give ...The amount and the item, in the viewer's client languagemenu.day.reward.item
[give-money] vault, vault-unlocked or treasury<amount> coinsmenu.day.reward.coins
[give-money] exp<amount> experiencemenu.day.reward.experience
[give-money] levels<amount> levelsmenu.day.reward.levels
[give-money] playerpoints<amount> pointsmenu.day.reward.points
[give-money] ecobits:<currency><amount> <currency>menu.day.reward.currency

Parts are joined with menu.day.reward.separator. Any other line, a title or a crate key command, is not named. For a day whose reward needs a sentence, write a line of its own under menu.day.rewards in every messages file:

menu {
  day {
    rewards {
      7 = "A rare crate key"
    }
  }
}

That line is shown instead of the named parts. A day that names nothing and has no line of its own shows no reward line.

Your streak

The clock in slot 49:

LineFrom
Titlemenu.info.title: Your streak
Descriptionmenu.info.description
StreakThe current streak; 0 once it has run out
Next rewardWaiting for you when a day is ready, else the time left, such as 23h 59m 41s
Click lineClick a day to claim it, or Come back when the time is up

The time is the time when the window was drawn; it does not count down while the window stays open.

Related: Overview, The calendar, Menu files