DUXPLIMA Documentation

Concepts

Families, pieces, how a player has a piece, wearing one per family, and what keeps cosmetics harmless.

Families and pieces

A family (a category) is one kind of cosmetic, and each has a file under categories/. A piece is one entry of that file: its id, its name, its rarity, its price and the keys of its kind.

FamilyKindShipped
TrailsParticles behind a walking player23
HalosA ring of particles above the head15
CloaksA cape or wings of particles behind the player13
HatsAn item on the head20
SuitsArmour pieces, coloured or modelled4
EmotesA face over the head, a burst and a sound, played on click20
BalloonsA block on a lead, floating beside the player27
GadgetsA hotbar item that does something on right click44
PetsAn entity that walks after the player19
MountsAn entity the player rides and steers3
MorphsThe player is hidden and an entity stands where they do20
BannersA patterned banner worn on the head26

One piece per family

A player wears at most one piece of each family. Putting on a second trail takes the first off. Twelve families means up to twelve pieces at once. /cosmetics unequip all, or the barrier in the wardrobe, takes everything off in one write.

Having a piece

A player has a piece in either of two ways, and both count the same:

WayKept in
Owning it: bought, won from a box, or granted by staffThe database
Holding its node: uxmcosmetics.<family>.<id>, or the node the piece namesThe permission plugin

uxmcosmetics.* gives every piece while permissions.wildcard is on. A player who has a piece by node is never charged for it.

Rarity

common, uncommon, rare, epic and legendary. A rarity is a label and a colour on the tile; it changes no price and no chance. A box tier uses the same five words.

Money

economy.currency names one balance for every price, every box and every duplicate refund. The shipped value is exp, the player's own experience points, so every price works on a bare server.

Harmless by design

RuleWhy
A cosmetic item cannot be moved, dropped, swapped, placed or tradedA hat that drops is a hat someone else can wear
A cosmetic item never drops on deathSame
A follower is never saved to the worldA crash cannot leave a pet behind; cleanup sweeps one that was
A cosmetic mob does not burn, drown, convert, breed, lay, split, teleport, pick up blocks, hunt, trade or get shearedIt is a costume, not a mob
A gadget's blast breaks nothing and hurts nobodyThe show is drawn instead
A gadget's structure is painted on clients onlyThe world never changes

Where a piece is drawn

One shared task, every animation.tick-ms (100), draws every particle, moves every follower and animates every station. That task is the whole cost of the plugin on the server.

Related: Your first cosmetic, Getting cosmetics