Battle pass
A pass is a ladder of tiers over two tracks, fed by finished quests and by raw play.
A pass is a ladder of tiers over two tracks, fed by finished quests and by raw play. It is off until
battlepass.enabled = true in config.conf. Nothing is read, registered or drawn while it is off.
A server runs as many passes at once as it likes, such as a permanent season pass beside event passes. Each has its own ladder, tasks and claims, and every command and window row names its pass.
Experience
Two sources, each with its own switch under battlepass.sources:
battlepass {
enabled = true
sources {
tasks = true # a finished quest is worth the pass file's tasks.per-quest
activity {
enabled = true # raw play
any-block { xp = 1, chance = 0.05 }
any-mob { xp = 2, chance = 0.5 }
blocks { DIAMOND_ORE { xp = 25, chance = 1.0 } }
mobs { WITHER { xp = 500, chance = 1.0 } }
}
}
leaderboard-size = 10
}
chance is how often the value pays. Activity experience reads the same events as quest progress, so the
anti-glitch levels cover it and a block a player just placed is worth nothing. An
entry removed from blocks or mobs stays removed when a release merges new keys into config.conf.
A pass file
pass {
name = "@pass.season.name"
premium = "uxmquests.pass.season.premium"
season { started = "2026-09-01T00:00:00Z", length = "90d" }
unclaimed { rule = "hold", for = "7d" }
tasks { groups = [ daily ], per-quest = 50 }
}
tiers = [
{ tier = 1, at = 100, free = ["[message] @pass.tier.reached tier=1"] }
{ tier = 3, at = 500, free = ["..."], premium = ["..."] }
]
- Premium is a permission named by
premium, and nothing else. The plugin never learns about money: a timed sale is a timed permission that the permission plugin grants and expires. Leave it empty for a pass with one track. tasks.groupsnames the quest groups whose finished quests feed the pass, each worthper-quest. Daily, weekly and season-long tasks are quest groups.season.lengthmay be left out for a pass that never ends. A pass that names nostartedbegins at the epoch.- The season resets when it is looked at. Nothing sweeps a table at midnight. The season experience and the claims go; the all-time total stays.
unclaimeddecides what happens to a reward that was earned and never taken when the season closes:paypays it,holdkeeps it forforinto the next season,losedrops it.- Tiers are a list.
atis the experience the tier asks for,freeandpremiumare action lines, the same as a quest reward.
Players
/quests pass lists every pass and where the player stands. /quests pass claim <pass> takes every reward
reached and not yet taken, all tiers at once. The windows passes and pass draw the list and the ladder;
open them from a button with an open:passes action in a menu file.
Boosters and top
/uxmquests pass xp <player> <amount>
/uxmquests pass booster <player|server> <multiplier> <time>
/uxmquests pass top <pass> <season>
A booster multiplies experience, for one player or, with server, for everybody. A player booster and the
server booster multiply together. pass xp gives experience by hand with every booster applied. pass top
prints the standing of a season; season 0 is the all-time board.
Board hologram
battlepass.board puts a hologram of the top of one pass in a world, refreshed every refresh-seconds. Set
enabled, pass, world, x, y and z. A world another plugin loads later is not an error: the console
says the board stayed down and the rest of the pass runs. Each viewer reads the title in their own language.
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