DUXPLIMA Documentation

Income cap and tax

The soft income cap per window, the tax by node and its bypass, and the server account.

Income cap

income-cap {
  window-minutes = 60
  money      { cap = 25000, softness = 1.0 }
  experience { cap = 20000, softness = 2.0 }
  points     { cap = 2000,  softness = 1.0 }
}

The backstop that catches the exploit nobody thought of: it bounds the outcome instead of the method. Per window and per currency, pay is full up to cap and shrinks smoothly above it; a larger softness keeps more. A hard wall would teach a player to stop playing for the rest of the hour. A cap of 0 is no cap.

%uxmjobs_earned_<currency>%, %uxmjobs_cap_left_<currency>% and %uxmjobs_cap_reset% show where a player stands.

Tax

tax {
  enabled = false
  rate    = 0.05
  node    = "uxmjobs.tax."
  bypass  = "uxmjobs.tax.bypass"
}

Off by default. On, every positive wage loses rate, a fraction from 0 to 1. A node under node carries a number that replaces the rate when it is lower; the lowest held wins. A player holding bypass pays none.

The number after the prefix may not contain a full stop, so a fraction such as uxmjobs.tax.0.02 is not read, and a whole number is never below a rate under one. In this build only uxmjobs.tax.0 lowers the tax, to nothing.

Server account

server-account {
  enabled          = false
  holder           = ""
  pay-what-is-left = true
}

A jobs plugin is the largest faucet on a survival server. On, every money wage is drawn from the account holder (a player name or a UUID your economy knows), so the plugin does not mint money from nothing. A wage the account cannot cover is paid in part (pay-what-is-left = true) or refused whole. The player is told the account is empty (pay.server-account-empty) once per display.paid.empty-account-notice-seconds (60).

Related: Payments, config.conf