DUXPLIMA Documentation

Reference

Every %uxmskills_...% placeholder and its contract.

Every value is plain text: no colour, no unit, no thousands separator and never a percent sign. A count is a whole number and a rate carries exactly two decimals. A key that exists but has no value right now answers -; a genuine zero is 0; an unknown key is left as written. Values come off a snapshot rebuilt every placeholders.refresh-ms.

A skill

PlaceholderGives
%uxmskills_<skill>_level%The level
%uxmskills_<skill>_experience%The total experience
%uxmskills_<skill>_maximum%The cap
%uxmskills_<skill>_into%Experience into this level
%uxmskills_<skill>_next%Experience to the next
%uxmskills_<skill>_cost%What this level costs
%uxmskills_<skill>_percent%Progress through it
%uxmskills_<skill>_bar%The same as a bar, drawn by progress-bar
%uxmskills_<skill>_multiplier%The multiplier on it
%uxmskills_<skill>_badge%The capstone badge, once earned
%uxmskills_<skill>_position%The all time board place

The player

PlaceholderGives
%uxmskills_total_level%Every level summed
%uxmskills_rate%The anti-farm rate, out of 100
%uxmskills_rate_reason%The term pulling it down most
%uxmskills_ability_<id>%An ability's value for the player
%uxmskills_stat_<id>%, %uxmskills_stat_<id>_points%A stat's value and points
%uxmskills_trait_<key>%A trait's value
%uxmskills_resource_<id>%, _maximum%, _percent%, _bar%Mana, stamina and the like

Boards

PlaceholderGives
%uxmskills_top_<board>_<period>_<n>_name%, _value%, _head%Place n
%uxmskills_rank_<board>_<period>%Your place
%uxmskills_value_<board>_<period>%Your value
%uxmskills_resets_<period>%When the period resets

<board> is a skill id, total or average; <period> is alltime, monthly, weekly or daily. A place nobody holds still answers: the word for nobody, the word for none, and leaderboard.empty-head.

Related: Leaderboards