{% extends "base.jinja2" %} {% block title %}Economy - DarkflameServer{% endblock %} {% block content %}

Economy

Where coins, U-score and items come from and go. World servers write totals every few seconds, and the page updates as they do.

Coins per day
Show as table
By source
Top earners
CSV
Trades and mail move coins between players, so they don't count as income
U-score per day
Show as table
By source
All items
Items per day
Show as table
By source
Most created
CSV
What these count

What players did each day. World events are the ones on the World Map (every player, staff included); player statistics are the totals of the statistics each character keeps (the ones the client reports itself are left out, as they can't be trusted).

Per day
Show as table
Totals
By world
Powerups by type
World map
Hotspots
TimeHowItemCountCoinsFromToObject ID (click to trace)
How tracing works
An item gets a new object ID at every trade, mail and move to another inventory. Enter any of its IDs: the trace follows every recorded hop back to its first ID and forward to the latest, and looks up where each ID is now. A stack that goes into a stack the player already had is marked merged; that stack's older history is left out unless you ask for it.
How flags are found

Things worth a look, found by checks that run each night shortly after midnight UTC: coin income (a character earned far more than the median player that day), item spikes (far more of an item was created than on a usual day) and duplicates (the same item under one object ID in more than one place, a sign of a dupe exploit). A flag is only a lead: open it, look into the character, then mark it actioned or dismiss it. How far out of the ordinary counts is set under Economy checks on the Settings page.

{% if can.reports_run_checks %}{% endif %} CSV
WhenWhatWho / whichDetailsStatus
CSV Reads every character and unclaimed mail. On large servers this takes a while.
Duplicated items
The same item under one object ID in more than one place: one of the copies was made by a dupe or a failed save
Object ID collisions
Different items that share an object ID. Old saves gave items random IDs, so nothing was copied: these are not dupes. A character with an old save gets new IDs for all its items at its next login, which clears the collision; the nightly check flags only the ones logging in will not fix
Most held items
{% endblock %} {% block scripts %} {% endblock %}