DUXPLIMA Documentation

Scoreboard

A per-player sidebar drawn from packets, with animated lines and no vanilla objective conflicts.

The scoreboard module draws the sidebar on the right of the screen. It is packet-based, so it is genuinely per-player, never touches the vanilla scoreboard objectives other plugins fight over, and needs no client mod. Players toggle their own sidebar with /scoreboard and open their settings panel with /scoreboard gui.

Module scoreboard · disabled by default · modules/scoreboard/config.conf

Commands

CommandWhat it doesPermission
/scoreboard (/sb)Toggle whether you see the scoreboard display.uxmessentials.scoreboard.use

Permissions

NodeDefaultGrants
uxmessentials.module.scoreboardopHot-reload / inspect the scoreboard module (per-player sidebar and tablist on uxmlib-hud).
uxmessentials.scoreboard.guieveryone/scoreboard gui (and the scoreboard entry on the /uxmess gui hub) to open the per-player scoreboard settings panel: the show/hide toggle.
uxmessentials.scoreboard.useeveryone/scoreboard (alias /sb) to toggle whether you see the scoreboard display.

Settings

KeyDefaultWhat it does
refresh-ticks20How often every viewer is re-rendered, in server ticks (20 ticks = one second). Must be positive. This is the GLOBAL refresh cadence shared by every board, in both shapes below; per-board refresh intervals are not yet honoured. A file from 0.10.0 or older may also set scoreboard.refresh-ticks: that value is used only when this one is still 20.
scoreboard.title"<h:'uxmEssentials'>"The sidebar heading. Leave blank for no heading.
scoreboard.lines[...]Candidate lines, top to bottom. Up to 128 may be authored; conditions and hide-when-empty are evaluated per viewer, then the first 15 visible rows are shown. A blank string is a real spacer with its own stable identity.
scoreboard.hide-score-numberstrueHide the red score numbers vanilla draws down the right edge of each line; the clean, modern look. Set to false to show the numbers.
scoreboard.world-blacklist[]World names where the sidebar is suppressed entirely.

Placeholders

PlaceholderRenders
%uxmessentials_scoreboard_board%The board the player's sidebar is drawn from, or a dash when they are shown none.
%uxmessentials_scoreboard_visible%Whether the player has the sidebar showing (yes/no).

Notes

  • The HUD modules ship off. A sidebar is the most visible thing a plugin can take over and many servers already draw one, so scoreboard, tablist and nametags each wait to be switched on.
  • Lines take three kinds of content: built-in {tokens} such as the online count and TPS, which need no other plugin; any PlaceholderAPI %...% when PAPI is installed; and animated shapes paced by refresh-ticks.
  • A module can carry several formats and pick one per player by condition, so staff, donors and everyone else can see different sidebars without a second module.
  • A line belongs to a viewer, not to the board. You may author up to 128 candidate lines. Conditions and hide-when-empty are evaluated for each player, and the first 15 that survive are the ones they see. A line that vanishes for one player does not shift anybody else's board.
  • Give a line a stable id when the layout changes often. Instead of a plain string, write { id = "balance", text = "<gray>Balance", hide-when-empty = true }. The renderer then updates or moves that exact row instead of rebuilding the rows around it. Plain strings still work and are given an id automatically.
  • A value can sit on the right. Write "<gray>Balance||<gold>{coins}" and the right half is rendered separately and sent as that row's number format, so it lines up against the right edge. A typed line says the same thing with number-format = { type = "fixed", text = "<gold>{coins}" }.
  • It yields to another plugin's sidebar. If something else displays its own objective in the sidebar slot, uxmEssentials stops drawing; when that objective is cleared, its board comes back on the next refresh.
  • world-blacklist suppresses the sidebar where it would be in the way, a minigame world for instance.

Related: Tablist, Nametags, Communication