DUXPLIMA Documentation

Tags

Tags held by rank, given, bought or made by players; categories, rarities, variants, animation, defaults, surfaces and effects.

Module: tags. A tag is a word shown before a player's name, in chat and, with surfaces.tab-list, in the tab list.

How a player holds a tag

WaySet by
A permissionuxmchat.tag.<id>, or the tag's own permission
A groupgroups: the permission groups that hold it without the permission
Given/tag give <player> <tag>
BoughtA price, paid with /tag buy or a click in the window
Made/tag make, approved by staff
Everyonepermission = "" with no price and no groups

/tag wear <tag> or a click in the tag window wears it. A player who chose nothing wears the held tag with the highest default-priority, so every member wears [Member] and a VIP [VIP] without choosing.

The shipped tags

TagShowsCategoryRarityHeld by
member[Member]rankscommongroup default, priority 0
vip[VIP]ranksraregroup vip, priority 10
staff[Staff]ranksepicgroups helper, moderator, admin, owner, priority 100; hidden from others
builder[Builder]generalrareuxmchat.tag.builder
pvp[PvP]shopcommon5000 coins
wizard[Wizard]shopepic25000 coins
star[★], animatedeventslegendaryuxmchat.tag.star; hidden from others

Categories and rarities

The window groups tags by category: general, ranks, shop, events and player (player made). A category's permission hides it from players without it. A rarity is a word on the tag's button: common, rare, epic, legendary.

Selling a tag

price {
  currency = "coins"
  amount = "5000"
  conditions = []
  on-success = [ "[message] <good>You bought the PvP tag. Wear it with /tag wear pvp." ]
  on-failure = []
}

currency is an id from currencies.conf. conditions are uxmLib condition lines that must hold; on-success and on-failure are action lines. A currency whose plugin is missing is not ready, and a tag priced in it cannot be bought. Node uxmchat.tag.buy.

Animation and variants

frames lists displays shown in turn, frame-millis apart: the shipped star steps through four colours every 500 ms. variants are other looks of one tag, each with its own display and permission, worn with /tag wear <tag> <variant>.

Player-made tags

/tag make <text> writes a tag of the player's own. player-made:

KeyDefaultMeaning
approvaltrueStaff approve a tag before it can be worn
max-length16The longest tag, in letters, without its colours
per-player3How many tags one player may make
categoryplayerThe category they are listed under

A made tag passes the chat filters. Staff with uxmchat.staff.tags are told one waits, and review them with /tag pending, /tag approve and /tag deny.

Favourites

A right click in the window, or /tag favourite <tag>, pins a tag to the top of its category.

Surfaces

KeyDefaultShows the tag
wrapper"<tag> "How a worn tag sits before the name
surfaces.tab-listtrueIn the tab list, before the name
surfaces.display-namefalseIn the player's display name, which other plugins also show

For a nametag plugin, use the placeholder %rel_uxmchat_tag_mini%.

Effects

MomentShipped lines
set[message] @tag.worn, a pickup sound
cleared[message] @tag.cleared, an item frame sound
lapsed[message] @tag.lapsed: at join, when the player no longer holds the tag or it is gone

Leave a list out to keep the shipped one; write [] for silence.

Where tags live

The tags of tags.conf are read once, on the first start, into the database; staff change them in game with /chateditor tags, and the change reaches every server. Categories, rarities, the wrapper, surfaces, effects and the player-made rules are read on every reload.

Related: tags.conf, Tag windows, Migration