The Points System

Points are a way to track a number against a player, similar to a currency but used purely for keeping count. For example, if you want a player to have used one item a certain number of times before they can use another, a point keeps track of that. This page explains the point types, the commands to manage them, and the effects and conditions that read and write them.

You can have as many points as you want; the plugins track them automatically. Points are shared between plugins, so a point made in EcoItems can be used in EcoPets, EcoJobs, and so on. A point can hold any numeric value, including negatives and decimals.

Point types

Point typePlaceholderDescription
Points%libreforge_points_<point>%A general per-player point (e.g. times jumped, zombies killed). You can also use these within Prices to build cost-based systems.
Global points%libreforge_global_points_<point>%A point tracked globally for all players (e.g. zombies killed by everyone).
Item points%libreforge_item_points_<point>%A point tied to a specific item, tracking data on that item. Useful for custom durability or per-item stats (e.g. zombies killed with this sword).

Commands

To change global points, pass global as the player name.

CommandDescriptionPermission
/libreforge points set <player> <point_id> <value>Set the points value for the player or globallibreforge.command.points.set
/libreforge points give <player> <point_id> <value>Give points to the player or globallibreforge.command.points.give
/libreforge points take <player> <point_id> <value>Take points from the player or globallibreforge.command.points.take
/libreforge points get <player> <point_id>Get the balance of pointslibreforge.command.points.get
/libreforge points reset <player> <point_id>Reset the point value back to 0libreforge.command.points.reset

Effects and conditions

Points are integrated into the effects system. Below are all the effects and conditions for working with them.

NameTypeLink
add_global_pointsEffectLink
add_pointsEffectLink
give_global_pointsEffectLink
give_item_pointsEffectLink
give_pointsEffectLink
multiply_global_pointsEffectLink
multiply_item_pointsEffectLink
multiply_pointsEffectLink
above_global_pointsConditionLink
below_global_pointsConditionLink
global_points_equalConditionLink
above_pointsConditionLink
below_pointsConditionLink
points_equalConditionLink
item_points_aboveConditionLink
item_points_belowConditionLink
item_points_equalConditionLink

Where to go next

  • Effects: Configuring an Effect to wire points into triggered or permanent effects.

  • Prices: Prices to use points as a currency.

  • Item levels: Item Levels for the related per-item data system.