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Rewards

Redeem codes

/redeem codes: creating one, network and per-player caps, expiry, permission, the lockout after wrong codes and the codes screen.

A redeem code is a word players type with /redeem <code> to receive a reward list. Codes belong to the rewards module and are stored in the database, so a code made on one server works on all of them and its caps count the whole network.

Creating a code

/rewardsadmin codes, or Redeem codes in /rewardsadmin, opens the codes screen. Create code asks:

StepAccepts
The code3 to 32 letters, digits, - or _, not taken. Case does not matter when it is typed.
Uses across the networkHow many redemptions in total. -1 for unlimited.
Uses per playerHow many times one player may redeem it. -1 for unlimited.
Expires inA duration such as 7d or 12h, counted from now. 0 for never.

A new code is enabled and gives nothing: right-click it to fill its reward list in ExyliaLib's reward editor.

Click on a codeDoes
LeftEnables or disables it.
RightEdits its rewards.
Shift + leftSets a permission needed to redeem it; blank for none.
Shift + rightDeletes it, after asking. Who redeemed it is forgotten.

Redeeming

/redeem <code> needs exyliarewards.redeem. In order:

  1. A player locked out of /redeem is told how long is left.
  2. A code with a permission the player lacks is refused, without using one of its uses.
  3. The code is redeemed if it exists, is enabled, has not expired, has uses left on the network and the player has uses left. Exactly one redemption of the last use wins, however many servers try at once.

What it gives is delivered by id, boosted for the rewards source like any reward. A redemption that takes a code's last use can be announced on Discord (code-redeemed in discord.yml).

The lockout

A disabled code and a code that does not exist read the same to the player: "not a valid code". Each one counts as a wrong code. After redeem.max-failed-attempts wrong codes in a row (default 5), the player is locked out of /redeem for redeem.lockout-minutes (default 10), on every server of the network. A code that works resets the count. max-failed-attempts: 0 never locks.

The count is per server

The wrong-code count is kept by the server the player is on, until a redemption or a lockout; the lockout itself is shared by the network.

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