Economy
A server currency members can earn, spend and gamble
A pretend currency members earn and spend, with its own wallet-and-bank split, a set of income commands, and a shop you stock yourself. Gambling and Blackjack are separate modules, but both spend directly from this same wallet — turning Economy off takes them down too.
Turning it on or off
Every server chooses for itself — switch Economy on or off from your dashboard, under Engagement. When it's off: balances are kept but nobody can earn or spend.
Setting it up
- 1
Set your currency name and symbol
This is what shows up in every income command reply and the shop — pick it before members start earning, changing it later is just cosmetic but still confusing mid-stream.
- 2
Turn on the income commands you want
You don't need all of them — a lot of servers run daily/weekly only and skip crime/rob entirely if they'd rather avoid the PvP-style stealing.
- 3
Stock the shop
Start with one or two role perks — a colour role or a small XP-boost-adjacent perk — rather than a long catalogue nobody reads.
- 4
Set sensible cooldowns
Cooldowns are what actually controls how fast currency enters the economy — loosen them later once you've seen how balances trend.
Wallet, bank, and income
Balances split into a wallet (spendable, and what /rob can steal from) and a bank (safe from robbery, moved in and out with /bank). New members start with a starting balance you set.
Income comes from a set of commands — /daily, /weekly, /work, /crime, /beg, and /rob — each independently configurable with its own cooldown, an optional required role, and a channel/role scope. /rob in particular carries its own risk: a failed attempt costs the robber a fine rather than paying out.
There's also passive income: a small payout per message sent and per interval spent in voice, tracked entirely separately from Leveling's own XP timers so you can run one without the other.
The shop
Shop items can grant a role, run a full action chain, or just be a cosmetic sink for currency. Each item supports a stock limit, a per-member purchase cap, an optional expiry (so a purchased perk lapses automatically after N hours), and a required role to even see it in /shop. A role requirement pointing at a deleted role fails open rather than hiding the item from everyone — Module Health flags the drift for you to fix instead of quietly breaking your shop.
Commands
Tips & things people get wrong
- If Gambling or Blackjack feel broken, check Economy is switched on first — both spend from this module's wallet and stop working the moment it's off.
/rob's fine on failure is what keeps it from being free money — set it meaningfully high enough that robbing is an actual gamble, not a one-sided drain on whoever gets targeted.- An expiring shop item is a genuinely different thing from a role reward in Leveling — use it for perks that should lapse (a temporary colour), not for anything permanent.