economy & games.

currency, jobs, gambling, and the things people argue about.

cash, bank, and net worth

every member’s economy is local to the server. cash is spendable and can be targeted by robbery; banked money is separated from cash and earns interest. net worth adds cash, bank, and the catalog value of inventory, so it can differ from the amount a member could receive by selling everything.

cash, bank, and net worth commands
commandwhat it doesneeds
/balance [member]show cash, bank, and combined net worthanyone
/bank [member]show the bank balance, interest rate, and accrued interestanyone
/networth [member]break net worth into cash, bank, and item valueanyone
/economy stats [member]show lifetime totals for one member, or the whole serveranyone
,balance
,bank @member
,networth @member
,economy stats

these economy commands are prefix only: there is no slash form. the optional member is useful for comparison and does not move their money. viewing a bank account credits interest already earned, including fractional progress carried toward the next whole dollar.

earning and recurring claims

begin with low-risk claims and work, then use crime or group activities when the possible loss is acceptable. a job must be selected before a shift pays. job list shows every job, its pay, and whether the member qualifies; applying changes the current job, and quitting leaves the member without shift income.

earning and recurring claims commands
commandwhat it does
/job listlist jobs, pay, and qualification status
/job apply <job>take a job for future work shifts
/job quitleave the current job
/workwork the current job’s shift for pay
/begask for small change, with a frequent chance of nothing
/crimerisk a fine or empty result for a larger payout
/rob <member>attempt to steal another member’s cash
/fishfind fish and junk that can be sold
/huntfind sellable game
/heist / heist join / heist statusplan, join, or inspect a bank heist; every member stakes a buy-in

daily, weekly, monthly, and yearly each claim their matching cash reward. streak [member] shows a daily claim streak and when it lapses. daily challengeshows the shared server challenge and its current progress.

warninga bust can reach past your wallet

a failed ,crime, a failed ,rob, and a failed ,heist each charge their own fine, and a share of those busts goes further: investigators seize a percentage of everything the member holds — cash and bank together, between 0.8% and 10%. the bank is not a safe harbour from it. a member with nothing loses nothing, so being broke carries no extra penalty. on a heist the roll is made per crew member, so one job can cost people different amounts.

notepassive mode is two-way

,passive on blocks the member from committing crime and from receiving it. use ,passive off before ,crime or ,rob; a target with passive mode enabled cannot be robbed either.

banking and transfers

deposits move cash into the bank; withdrawals return it to spendable cash. an amount may be a number,half, 75%, or all. banking has no capacity limit. interest is calculated on banked money and credited when the account is touched, while cash is the part exposed to robbery.

,deposit 500
,deposit 75%
,withdraw half
,pay @member 250
banking and transfers commands
commandwhat it does
/deposit <amount|half|75%|all>move cash into the bank
/withdraw <amount|half|75%|all>move banked money back to cash
/pay <member> <amount>gift cash directly to another member
warningpayments are gifts

check the member and amount before running ,pay. it is not a trade and does not ask the other member to supply anything in return. use a trade when both sides must exchange value.

shop, items, and inventory

shop [category] browses catalog items. inspect an unfamiliar item before buying: its resale value can be lower than its catalog price, and some keepsakes cannot be sold. fishing and hunting loot appears in inventory even when it is not sold by the shop.

shop, items, and inventory commands
commandwhat it does
/shop [category]browse the shop, optionally narrowed to a category
/iteminfo <item>show price, resale value, effect, source, and owned quantity
/buy <item> [quantity]purchase one or more items
/inventory [member]view an inventory
/use <item>consume or activate an item
/sell <item> [quantity|all]sell at the item’s resale value

item names should come from shop or iteminfo. quantity defaults are command-specific, so include a quantity when buying or selling several copies. inspect the effect before using a consumable; using it removes or applies it rather than listing it for sale.

trades and auctions

trades exchange cash, items, or both between two members. quote a side when it contains spaces, then let the recipient inspect the numbered offer before accepting. the proposer’s side is held in escrow until the trade settles or expires, preventing it from being spent twice.

  1. 01

    make the offer

    ,trade @member "5000, 2 tuna" "golden_koi"

  2. 02

    inspect it

    use ,trade list for open ids and ,trade view 12 for both sides.

  3. 03

    settle it

    the recipient runs ,trade accept 12, or either relevant member uses ,trade decline 12.

trades and auctions commands
commandwhat it does
/auction <item> [xQty] <starting price> [duration]list inventory in the auction house
/auction listbrowse live listings
/auction view <id>inspect one listing
/auction bid <id> <amount>place a bid
/auction cancel <id>pull your own listing only while it has no bids
,auction golden_koi x2 5000 2h
,auction list
,auction bid 8 6000
warninga bid locks the listing

once an auction has a bid, the seller cannot cancel it. verify the item, quantity, opening price, and duration before posting.

pets, crafting, and bounties

a pet gives one standing perk for as long as it is fed: a guard pet blocks robbery attempts, a forage pet adds a second catch while fishing or hunting, and others add success to crime, heists, bounty payouts, or crafting. a member can keep three pets but only the active one’s perk counts, and an unfed pet pays nothing until it eats. training raises the level, and the level raises the perk.

pets, crafting, and bounties commands
commandwhat it does
/pet shoplist adoptable pets, their price, and what each perk does
/pet adopt <species> [name]adopt a pet for cash
/pet [name] / pet listshow one pet’s level, hunger, and perk, or all of yours
/pet feed [name]reset the hunger clock so the perk keeps working
/pet train [name]pay for a training session for experience
/pet switch <name or id>choose which pet’s perk is active
/pet rename <new name>rename the active pet
/pet release [name]give a pet up for a partial refund; its training is lost

crafting turns loot and shop goods into items the shop does not stock. craft with no recipe lists every one; craft check reports everything a recipe is still missing at once. crafted goods resell for less than their ingredients cost at the counter, so crafting is for the effect, not for profit.

,craft
,craft check shadow_kit
,craft shadow_kit

a bounty is cash put on another member’s head. the amount is taken from the placer when the bounty is posted and held until it is collected, cancelled, or expires, so a posted bounty is always funded.

pets, crafting, and bounties commands
commandwhat it does
/bounty [member]list open bounties, or only those on one member
/bounty place <member> <amount> [reason]fund a bounty out of your own cash
/bounty cancel <id>cancel a bounty you posted and take the money back
notebounties pay out through robbery

there is no command to claim a bounty. it settles automatically to whoever lands a successful ,rob on the target, and never to the member who posted it. a fresh bounty also cannot be collected for the first few minutes, so posting one and immediately collecting it is not possible.

gambling games

wagers use cash, not banked funds. each game has its own shape; do not substitute invented flags or omit the required bet. blackjack can include friends and an optional trump mode, while roulette accepts named groups or an exact number.

notetrump plays happen in the open

in a multiplayer trump table, the trump cards a member is holding stay private, and so does the specific bonus card they draw. every trump card they play is announced on the shared table message the moment it lands, with what it did, so the rest of the table can react during the round rather than reading about it at the end.

gambling games commands
commandwhat it does
/blackjack <amount> [@friend...] [trump]play the house with hidden hands and hit or stand controls
/roulette <amount> <red|black|even|odd|low|high|0-36>bet on the shared roulette spin
/roulette betsinspect all stakes on the open server table
/dice <amount> <low|high|seven|2-12>bet on the result of two dice
/coinflip <member> <amount>make a head-to-head coinflip wager
/cockfight <member> <amount>wager against another member
/crash <amount>cash out before the multiplier crashes
/hilo <amount>guess higher or lower through a shrinking deck
/mines <amount> [mine count]reveal safe tiles for a growing multiplier
/slots <amount>spin the slot machine

use gamble history [member] for recent settled wagers and gamble stats [member] for per-game totals. these records make wins and losses visible, but they do not undo a completed wager.

rankings, quests, and achievements

rankings

,leaderboard ranks the server’s economy; ,richest ranks net worth including bank and items.

quests

,quests shows active objectives and progress. use ,quests claim to collect every finished quest.

achievements

,achievements [member] shows milestones unlocked by you or another member.

rankings answer different questions: balance-oriented standings are not the same as a valuation that includes inventory. quest rewards are not automatic; completed objectives remain ready until claimed.

server economy controls and resets

members with manage server permission can add cash, reset one member’s cash and bank, or reset the entire server economy. there is no general remove-money command. these controls affect only the server where they are run; grant manage server carefully.

server economy controls and resets commands
commandwhat it doesneeds
/addmoney <member> <amount>add cash to one membermanage server
/resetmoney <member>reset one member’s cash and bank to zeromanage server
/resetalleconomywipe only this server’s economy after confirmationmanage server
dangerresets destroy balances

,resetmoney clears one member’s cash and bank in this server. ,resetalleconomy deletes the economy only in the server where you run it, including balances, items, jobs, stats, and wager history. it cannot reset another server’s economy. both resets are irreversible; the full-server reset requires you to reply confirm within 20 seconds.