Currency & Shop

A full server-currency economy: earning, spending, and missions.

The system

A currency of your own that members earn from real activity and spend in a shop you build. The whole loop is here: earning sources with anti-abuse rules, member-to-member transfers, missions that are assigned and paid, a risky rob command, and a shop with sections, items, and stock.

Currency identity

Chat earning

Voice earning

Invite earning

Member transfers

Missions

Rob

The shop: the panel

The shop: sections and items

Shop reply variables

Section replies use {item} for the item name, {price} for its price, and {balance} for the buyer balance, so the reply is exact instead of generic.

Tips

The currency is a full economy inside your server, with a name, a symbol, and a color you choose. Members earn it from real activity: writing in chat, sitting in voice, and bringing new members in. Then they spend it in a shop you build with its own sections and items, transfer it to each other, or gamble it on a rob.

Every earning source carries rules that stop it being farmed. Chat has a minimum message length and a cooldown between counted messages, so scattered characters earn nothing. Voice has a minimum member count in the room, requires an open mic and open headphones, and skips idle members, so nobody banks a balance in their sleep. Invites have a minimum account age and revoke the reward if the invitee leaves.

Missions turn earning from passive waiting into a goal. You build a pool of templates: a stay-in-voice mission for a set duration, or a send-messages mission. Every template has a reward, a time limit, and a weight setting its rarity, and the bot draws a random mission for the member within a daily or weekly limit you set. Rob is the mirror image: a success chance, a cooldown, a cap on what can be taken, and a fine on failure that makes the attempt a real gamble rather than free money.

The shop is a panel you post in a channel, holding sections that hold items. An item grants a role, delivers a DM such as a reward code, or is logged as manual for you to fulfil. Every item has stock and a per-user limit, and every section has its own replies for success, not enough balance, out of stock, and limit reached.

Balance is the whole game: a currency that is easy to earn and buys everything loses its value within a week. The transfer fee, the rob fine, and limited-stock items are your tools for draining excess liquidity and keeping the currency worth something.