DUXPLIMA Documentation

Tools and skins

Tool wear, enchantments that drive yield, speed and wear, and suits as rank perks.

Tools

tool.conf:

tool {
  durability    = false
  when-worn-out = "park"
  enchantments {
    enabled = false
    yield { enchantment = "fortune", extra-per-level = 1.0, chance = 0.35 }
    speed { enchantment = "efficiency", per-level = 0.05, floor = 0.5 }
    wear  { enchantment = "unbreaking", skip-chance-per-level = 0.25 }
  }
}

With durability on, the held tool wears while the minion works: a running cost that cannot be paid away with cash. when-worn-out = "break" destroys it and stops the minion until it gets another; "park" stops it at one durability, losing nothing. The anvil on the panel gives a fresh tool.

A minion holds whatever a player puts in its tool slot, and the tool that comes out is the tool that went in. With enchantments.enabled, you name which enchantment drives which effect, ours, another plugin's or vanilla (fortune and minecraft:fortune are the same):

EffectKeysDoes
yieldenchantment, extra-per-level, chanceA roll per action for more output: extra-per-level items per level, rounded down
speedenchantment, per-level, floorTakes per-level off the interval per level, never below floor of it
wearenchantment, skip-chance-per-levelA chance per level to skip the durability cost

Skins

skins.conf. A skin changes nothing a minion does, which is what makes a suit sold as a rank perk safe.

KeyMeaning
namePer language, or @content...
headowner (whoever placed it), an account name, hdb:<id>, or a base64 texture
body, legs, boots{ red, green, blue }, 0 to 255
held-itemWhat it is drawn holding; empty for the level's own
permissionWho may wear it; empty for everybody
SkinNode
defaultnone
ember, tide, grove, duskuxmminions.skin.<name>

A skin the owner chose overrides the level's look and is kept through every upgrade. The skin window draws a locked skin rather than hiding it: a perk nobody can see is a perk nobody buys.

Related: tool.conf, skins.conf