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Modules

Reputation and projects

Players rate each other after real deals and a good score gives back part of the sales tax; the whole network builds community projects with donated materials.

Two small modules built around other players: reputation, which turns finished deals into a score, and projects, a goal the whole network builds together. Each is switched in config.yml under modules: as reputation and projects.

Reputation

Players rate each other after a real deal. A rating is +1 or -1, and a player's score is positive minus negative. A finished trade, a market purchase or a won auction opens one rating for the buyer (or for the player who received the items) to give to the other side. A filled buy order is never rated: the player who fills it did not choose the other party.

What counts as a rating

  • A deal can be rated once, by the one player it was opened for, for rating-days days.
  • A deal worth less than min-deal-value (in the default currency) opens nothing. For a trade, the value is the default-currency money in it plus what the server shop pays for its items. Market and auction deals in another currency can always be rated.
  • No rating is opened between two accounts that share an address, on any server. When that cannot be answered, nothing is opened.
  • A rating from one player to the same player only counts again after pair-cooldown-hours.

The prompt to rate, the note that somebody rated you and the refund line travel over a network channel, so the player sees them on whichever server they are on.

Tiers and the tax refund

A score falls in a tier, and each tier gives back a share of the sales tax the player pays as a seller on the market, on auctions and on buy orders. The refund is deposited right after the sale in the currency the tax was taken in, and money boosters do not apply to it.

TierFrom scoreRefund
Untrusted-50%
Newcomer-40%
Trusted1010%
Respected3025%
Renowned7550%

A player is in the highest tier whose min-score their score reaches, or the lowest one when it reaches none. This needs ExyliaMarket for the sales and ExyliaEconomy for the payout; without them ratings still work.

When a trade request involves a player whose score is warn-at-or-below or lower, the other side gets a warning with it.

Configuration

modules/reputation/config.yml:

SettingDefaultWhat it does
settings.rating-days3Days a deal can still be rated
settings.pair-cooldown-hours24Hours before a rating of the same player counts again
settings.min-deal-value10.0The smallest deal that can be rated
settings.warn-at-or-below-5Score at or under which trade requests carry a warning
settings.remind-on-jointrueRemind players with deals left to rate as they join
tiers.<id>five tiers abovemin-score, name and tax-rebate-percent (0 to 100)

Messages are in modules/reputation/messages.yml. The values staff tune are also editable in game from the admin settings screen for reputation.

Commands and permission

CommandAliasesWhat it does
/reputation [player]/repShows your score, tier and refund, or another player's
/reputation pendingLists the deals you can still rate (the latest five)
/reputation rate <deal> <up|down>Rates a deal. It is the target of the buttons in the prompt

All of them need exyliasurvivalcore.reputation.

Placeholders and statistics

PlaceholderReturns
%exyliasurvivalcore_reputation_score%The reader's score
%exyliasurvivalcore_reputation_positive%Positive ratings received
%exyliasurvivalcore_reputation_negative%Negative ratings received
%exyliasurvivalcore_reputation_tier%The tier name
%exyliasurvivalcore_reputation_rebate%The tier's refund percentage

They answer 0 (and the lowest score's tier) until the player's row is read on join. Ratings also count the stat counters reputation.positive, reputation.negative, reputation.score and reputation.given, so a mission or season can use them.

Projects

A community project is a goal the whole network builds at a time: the first project in the file that is not completed. Players give materials, and when every requirement is in, the project completes on one server, runs its commands once, pays its contributors and the next project starts.

Only plain items count: a renamed or enchanted stack stays in the inventory. Whatever a project has no room for any more, because another server filled it first, comes back to the player through the reward queue.

projects.yml

modules/projects/projects.yml, yours to edit. The shipped file has the Iron Forge (x1.5 money for three days) and the Great Library (x1.5 experience for three days). Reload the plugin to apply an edit.

KeyWhat it does
name, iconHow the menu shows it
descriptionWhat it is, one line each
perkWhat completing it does, as the menu tells it
requirementsMATERIAL: amount
commandsRun once, from the console, as it completes (the shipped ones use boostersadmin global ...)
min-itemsItems a player must have given to be paid contributors
contributorsPaid to each of them: money, rewards, message
topPaid to the largest contributors by place ('1', '2', ...) with the same fields

Money is in the default currency and multiplied by money boosters for projects; another currency is written money: {amount: 500, currency: gems}. Message placeholders: %player%, %project%, %money%, %amount% and %place%. Contributors are paid by id, so a player who is offline or on another server is still paid, and every step is claimed so it happens once however many servers take part.

/project opens the menu: the project with its progress bar, one item per material (click to give yours), Give everything, Your part and Top builders. The menu file is modules/projects/menus/project.yml.

CommandAliasesPermissionWhat it does
/project/projectsexyliasurvivalcore.projectsOpens the menu
/project giveexyliasurvivalcore.projectsGives everything the project still needs
/projectadmin reset <project> [confirm]/projectaexyliasurvivalcore.projects.adminOpens a project again from nothing; progress, contributions and completion go

Placeholders and statistics

%exyliasurvivalcore_projects_name% is the current project's name and %exyliasurvivalcore_projects_percent% its progress as a whole percentage. Giving counts projects.donated, and starting and completing count projects.started and projects.completed.

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