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.
| command | what it does | needs |
|---|---|---|
| /balance [member] | show cash, bank, and combined net worth | anyone |
| /bank [member] | show the bank balance, interest rate, and accrued interest | anyone |
| /networth [member] | break net worth into cash, bank, and item value | anyone |
| /economy stats [member] | show lifetime totals for one member, or the whole server | anyone |
,balance
,bank @member
,networth @member
,economy statsthese 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.
| command | what it does |
|---|---|
| /job list | list jobs, pay, and qualification status |
| /job apply <job> | take a job for future work shifts |
| /job quit | leave the current job |
| /work | work the current job’s shift for pay |
| /beg | ask for small change, with a frequent chance of nothing |
| /crime | risk a fine or empty result for a larger payout |
| /rob <member> | attempt to steal another member’s cash |
| /fish | find fish and junk that can be sold |
| /hunt | find sellable game |
| /heist / heist join / heist status | plan, 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.
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.
,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| command | what 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 |
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.
| command | what 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.
- 01
make the offer
,trade @member "5000, 2 tuna" "golden_koi" - 02
inspect it
use
,trade listfor open ids and,trade view 12for both sides. - 03
settle it
the recipient runs
,trade accept 12, or either relevant member uses,trade decline 12.
| command | what it does |
|---|---|
| /auction <item> [xQty] <starting price> [duration] | list inventory in the auction house |
| /auction list | browse 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 6000once 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.
| command | what it does |
|---|---|
| /pet shop | list adoptable pets, their price, and what each perk does |
| /pet adopt <species> [name] | adopt a pet for cash |
| /pet [name] / pet list | show 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_kita 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.
| command | what 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 |
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.
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.
| command | what 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 bets | inspect 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.
| command | what it does | needs |
|---|---|---|
| /addmoney <member> <amount> | add cash to one member | manage server |
| /resetmoney <member> | reset one member’s cash and bank to zero | manage server |
| /resetalleconomy | wipe only this server’s economy after confirmation | manage server |
,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.
