Core Modules¶
Core Modules are an upgrade/perk system in Tycoon that allows players to equip special abilities or status symbols.
- Source File:
server_configs/tycoon/plugins/Skript/scripts/core_module.sk - List File:
core_module_list.sk - Command:
/coremoduleor/cm
Mechanics¶
- Equipping: Players can equip one module at a time.
- Storage: The equipped module ID is stored in
{playerdata::%uuid%::coreModule}. - Permissions: Modules are unlocked via permissions in the format
coremodule.<nameid>.
GUI Structure¶
The /coremodule command opens a virtual chest inventory (6 rows):
- Row 1-4: Listing of available modules (pagination pending).
- Row 5 (Slot 4): Current equipped module status (or "Empty Core Module").
- Payment: If a player doesn't own a module, clicking it opens a confirmation GUI.
Purchase System¶
Modules can be purchased using up to 4 different currency types mixed together:
| Currency Type | Code | Description |
|---|---|---|
| Credits | credits |
Standard economy balance (%player's money%) |
| Item | item |
Physical items in inventory |
| Ethea | ethea |
Secondary currency (GemsEconomy placeholder) |
| Premium Points | pp |
PlayerPoints (Premium currency) |
Configuration (List)¶
Modules are defined in core_module_list.sk using list variables:
- {system::coremodule::core::%id%::name}
- {system::coremodule::core::%id%::tier}
- {system::coremodule::core::%id%::type}
- {system::coremodule::core::%id%::lore::*}
- {system::coremodule::core::%id%::price::%idx%::type}
Placeholders¶
| Placeholder | Description |
|---|---|
%coremodule_equipped% |
Returns module name in brackets 〚Name〛 |
%coremodule_equipped2% |
Returns raw module name or "Not equipped" |
%coremodule_space% |
Returns &0 if equipped (for spacing) |