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
| Way | Set by |
|---|---|
| A permission | uxmchat.tag.<id>, or the tag's own permission |
| A group | groups: the permission groups that hold it without the permission |
| Given | /tag give <player> <tag> |
| Bought | A price, paid with /tag buy or a click in the window |
| Made | /tag make, approved by staff |
| Everyone | permission = "" 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
| Tag | Shows | Category | Rarity | Held by |
|---|---|---|---|---|
member | [Member] | ranks | common | group default, priority 0 |
vip | [VIP] | ranks | rare | group vip, priority 10 |
staff | [Staff] | ranks | epic | groups helper, moderator, admin, owner, priority 100; hidden from others |
builder | [Builder] | general | rare | uxmchat.tag.builder |
pvp | [PvP] | shop | common | 5000 coins |
wizard | [Wizard] | shop | epic | 25000 coins |
star | [★], animated | events | legendary | uxmchat.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:
| Key | Default | Meaning |
|---|---|---|
approval | true | Staff approve a tag before it can be worn |
max-length | 16 | The longest tag, in letters, without its colours |
per-player | 3 | How many tags one player may make |
category | player | The 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
| Key | Default | Shows the tag |
|---|---|---|
wrapper | "<tag> " | How a worn tag sits before the name |
surfaces.tab-list | true | In the tab list, before the name |
surfaces.display-name | false | In the player's display name, which other plugins also show |
For a nametag plugin, use the placeholder %rel_uxmchat_tag_mini%.
Effects
| Moment | Shipped 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
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