OPLegends
Gameplay developer · Sep 2026 → Present
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Forked ShopGUI+ and gave it a dynamic economy.
A sell-price engine that moves each item through deficit, surplus and correction as players sell it. Prices live in a snapshot updated by compare-and-set, so sales racing in from many region threads never lose a unit, and after downtime the engine lands exactly where the price would have drifted to. Read the full breakdown →
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Made the fork Folia-safe and MiniMessage-native.
Every inventory open, command, sell loop and price alert hops onto the owning player’s region thread. All shop and config text accepts MiniMessage, cached so menu repaints don’t reparse it, with legacy
&codes still working. Added/shop watchprice alerts and admin price resets alongside. -
Closed economy exploits in the fork.
Purchases and sales now check that the economy accepted the payment and hand the items back when it refuses. Buy prices round up and sell prices round down so splitting a trade can’t turn a profit, sell-all no longer takes armour it never paid for, and dynamic maximums are capped at the buy price.
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Built the Dungeons Bit Finder enchant.
Pays out Bits only for active grinding: swing time accrues only while the gap between swings stays under 30 seconds, AFK mobs and the auto-grinder don’t count, and a rolling daily cap scales with prestige, checked and spent in one player-data transaction. Ships with an action-bar countdown and a generic enchant voucher the game didn’t have before.
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Added hero enchants and a mob-rarity core.
Clone spawns packet-only copies of the hero in a ring around the target that hunt the nearest mob for five seconds, behind an atomic per-hero cooldown. The Legendary core, generalised in review into a data-driven
MobRarityability, forces every mob that spawns in your zone to a set tier.