DUXPLIMA Documentation

Concepts

Jobs, price rows, the three currencies, levels, the payment order and the protections.

A job is a price table

A job is a file under jobs/. Its heart is actions: a behaviour (mine, kill, craft), then the things it is aimed at (diamond_ore, zombie, anvil), then what each pays:

actions {
  mine {
    diamond_ore { money = "22 + %level% * 0.3", experience = "26", points = "1", soft-limit = 70 }
  }
}

The plugin fires on the event and looks the row up. A job with no row for that work pays nothing for it.

Three currencies

CurrencyIsGoes to
moneyThe server's moneyThe economy plugin, through Vault and the others
experienceJob experience, which raises the job's levelThe job
pointsJob pointsA balance spent only in the shop

Vanilla experience is never a wage. It can be a cost: see Economy.

Levels

Each job has a curve: the experience one level costs grows linearly or geometrically, up to maximum-level. A level cap holds a player below that until a node lifts it. Every price may read %level%, so a wage can grow with the level.

The payment order

A wage passes one order, every time: the placed block ledger, the expression, six multipliers (decay, the protection grade, boosters, the zone, the claim, the contract), the job's bound, the income cap, then the tax. /jobs why prints it for the last piece of work.

Safe by default

The ledger stops place and break loops, decay stops the six hour seam, grades pay spawner and farm mobs a tenth, and the income cap is the backstop for the exploit nobody thought of. Every one is on out of the box.

Leaving costs something

A player holds slots.default (3) jobs. Leaving costs money and puts the job's experience in an archive; returning gives part of it back, less each time.

Related: Jobs and prices, Payments