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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: /coremodule or /cm

Mechanics

  1. Equipping: Players can equip one module at a time.
  2. Storage: The equipped module ID is stored in {playerdata::%uuid%::coreModule}.
  3. 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)