Setup: Box PvP
Mine ore in a shared PvP box, sell it at the Camp, upgrade your pickaxe and gear, and fight.
DraftThis page is a first draft and may change.
Players mine ore that keeps coming back, sell it for money, spend money and tokens on a better pickaxe and better gear to reach richer mines, and fight other players while they do it. Bosses, King of the hill, supply drops and prestige keep it fresh.
The setup is built from what the most played box servers do. The numbers are starting values: change any of them on the settings page, or ask your AI.
How a player starts
- The Camp. New players arrive at the Camp: a safe place with no fighting and no building. They get a Miner's Pick that is theirs for good, leather armour, a wooden sword and some bread. The Camp has a Sell station, a Shop (the smith) and three crates (Mine, Daily and Event) that show their prizes and odds when right-clicked. The Sell and Shop stations are placeholders until NPCs come: the sign and the floating text above each say what to type.
- The Box. The gate on the north side of the Camp leads into the Box, a walled square with 12
mine pads around a hill in the middle.
/minegoes straight to the best pad they can use. - Mining. Ore goes into the Pack, a backpack that only holds numbers, never items. Each block also gives a token.
- Selling. Players walk back to the Camp and type
/sellpack(or use the menu). The Pack only sells at the Camp, so carrying lots of ore through the Box is the risk. A Pack worth more than $500 shows a summary first (each ore, the bonuses and the total) with a Sell button. - Upgrading. Tokens buy pickaxe enchants (
/pickaxe). Money buys the next mine level (/rankup), better gear (/gear) and a bigger Pack (/pack).
/box opens the main menu with everything above. Menus show as Panes for players whose game can
show them, and as chest menus for everyone else.
Mine levels
A mine level is both a rank and the pads a player may mine. Each level costs money and some blocks mined at that level, so ranking up is never only about money. The pads nearest the entry are the low levels; every 20 minutes the pads shuffle, so the levels move around and nobody camps one mine.
| Level | Ore | Rank-up to the next |
|---|---|---|
| 1 | Stone and coal | $720 and 240 blocks |
| 2 | Copper and iron | $1,820 and 276 blocks |
| 3 | Gold, lapis and redstone | $4,380 and 312 blocks |
| 4 | Diamond | $11,400 and 348 blocks |
| 5 | Emerald | $27,300 and 384 blocks |
| 6 | Amethyst and quartz | $66,200 and 420 blocks |
| 7 | Ancient debris | $157,000 and 456 blocks |
| 8 | Void ore | top level |
Each rank-up costs about 12 minutes of mining income at that level, and the blocks are about 8 minutes of mining. Change those two numbers and every price follows. Up to 12 levels are possible.
A pad fills up again when 80 percent of it is mined, or after 8 minutes. Anyone standing in a pad is moved to its edge first.
Tokens and pickaxe enchants
Tokens only come from mining (and from a few event and crate prizes). They are never sold. The
enchants live with the player, not the pickaxe, so a lost pickaxe loses nothing: /pickaxe claim
hands out a new one every 30 minutes.
| Enchant | Levels | Price | What it does | Opens at |
|---|---|---|---|---|
| Efficiency | 10 | 80 tokens a level | Mine faster | level 1 |
| Fortune | 6 | 150 a level | +12% chance of double ore per level | level 2 |
| Token greed | 5 | 200 a level | +10% tokens per level | level 3 |
| Key finder | 3 | 300 a level | Find key fragments; 10 make a Mine key (at most 20 a day) | level 3 |
| Auto-sell | 1 | 1,500 | Sells the Pack when it is full, at 90% of the value, anywhere | level 4 |
| Explosive | 3 | 2,000, 4,000, 8,000 | Breaks the blocks around, inside the pad only | level 4 |
Gear
The smith (/gear) sells a full armour set and a sword per tier. Each tier opens at a mine level and
has a cap on its enchants, so the gap between new and old players stays fair.
| Tier | Gear | Opens at | Price |
|---|---|---|---|
| 1 | Leather, wooden sword | level 1 | free |
| 2 | Chainmail, stone sword | level 2 | $1,350 |
| 3 | Iron, Protection I, Sharpness I | level 3 | $3,400 |
| 4 | Iron, Protection II, Sharpness II | level 4 | $8,500 |
| 5 | Diamond, Protection III, Sharpness III | level 5 | $20,900 |
| 6 | Netherite, Protection III, Sharpness IV | level 6 | $51,000 |
| 7 | Netherite, Protection IV, Sharpness IV | level 7 | $121,000 |
| 8 | Netherite, Protection IV, Sharpness V | level 8 | $291,000 |
Gear and the pickaxe stay with the player: they cannot be dropped, put in chests, bundles, item frames or armour stands, or sold on the auction house. A tier a player already owns is free to take again, and taking it replaces the set they have, so it never makes a copy. If you turn gear drops on, gear drops on death and can be traded, and every set costs its full price.
Fighting
By default fighting is on in zones:
- The Camp is always safe.
- Safe mines. Pads of level 1 and 2 have no PvP, so beginners can learn.
- Everywhere else in the Box, the hill and the arena have PvP.
Other rules that keep it fair:
- New players cannot be hurt for their first 10 minutes. Attacking someone, reaching mine level
3, or
/protection offends it early. - Level gap shield. In pads up to level 3, a player more than 3 levels above another cannot hurt them.
- After respawning a player is safe for 5 seconds, unless they attack.
- Combat tag. A hit tags both players for 20 seconds: no
/spawn,/camp,/mineor warps, and leaving the game counts as dying. The last player who hit them gets the kill and the loot bag, the same as any other death in a fight. Falling out of the Box while tagged puts a player back at the Box entrance, not in the Camp. - Old-style combat (the 1.8 feel: no attack cooldown, old knockback, sword blocking) is one switch on the settings page. It uses the free OldCombatMechanics plugin, which the setup installs. Modern combat is the default.
On the settings page, "Where PvP is on" can also be everywhere (only the Camp is safe) or off. Your AI asks you before changing it.
Dying
- Players keep their gear, pickaxe and items. Money never drops.
- Half of the unsold Pack drops as a loot bag. Only the killer can pick it up for 10 seconds, then anyone, and it is gone after a minute.
- Killing the same player again within 10 minutes, a teammate, or an account on the same connection drops nothing and counts for nothing.
- A player carrying more than $5,000 of unsold ore glows as a carrier. Whoever stops a carrier gets 50 tokens.
Prestige
At the top level a player can /prestige. A menu shows what they get, what resets and what stays,
with a Prestige button: they go back to level 1 and their money resets, but they
keep tokens, enchants, gear and their Pack, and sell for 10 percent more for good (up to +100 percent
at prestige 10). Each prestige gives a Prestige key. The first costs $369,000, each next one 1.5
times more. Prestige never adds fighting power.
Bosses, events and rewards
- Bosses appear every 20 minutes around the hill or in the arena; the players who helped most get tokens, and everyone who helped gets an event key. See Bosses.
- Money only comes from selling the Pack. The economy's
/selland shop are off in this setup, so boss rewards and supply drops never turn into money. - King of the hill three times a day on the hill, happy hour (Pack sells for double) twice a day, ore rush (every pad holds the next level's ore for 5 minutes) twice a day, a supply drop in the arena every 20 minutes and a weekend token rush. See Events, leaderboards and seasons.
- Crates with keys earned only by playing: daily, event, mine and prestige crates, odds always shown. Block milestones (1,000, 10,000 and more) and key fragments give Mine keys. See Crates and keys.
- Leaderboards in game: blocks mined, money earned selling, box kills and prestige, with weekly prizes for the top three.
Commands
| Command | What it does |
|---|---|
/box (or /menu) | The main menu |
/mine | Go to the best mine you can use |
/sellpack | Sell your Pack (at the Camp; shows a summary to confirm above $500) |
/pickaxe, /pickaxe claim | Enchants; a new pickaxe if you lost yours |
/rankup, /prestige | Go up a level; start again with a bonus (a menu asks first) |
/gear | The smith |
/pack, /pack upgrade, /pack log | Your Pack, a bigger one, its recent changes |
/camp, /arena | To the Camp, to the arena |
/boxsettings | Your sidebar and auto-sell |
Owner tools (/shbox, operators only, and your AI through its safe command list): status (levels,
prices and pads), reload, refill [pad|all], shuffle, pads, info <player>,
setlevel <player> <level>, pad add|remove|level, area, and layout build.
The settings page
Everything below is on the setup's settings page; your AI can change most of it, under your Allow, Ask and Block choices, and a snapshot is taken first.
- Economy: sell value, token, rank-up and gear price multipliers; starting money.
- Progression: number of levels, the blocks rule, minutes of income per rank-up, prestige on or off and its highest level and bonus.
- Mines: the level of each pad, refill percent and minutes, shuffle interval, safe mine levels.
- PvP: where PvP is on, Pack lost on death, gear drops (asks you first), the gap shield, respawn safety, kill-trading window, carriers, old-style combat; plus the combat tag and new player protection.
- Pack, keys, display: Pack size and upgrades, pickaxe re-issue time, key types, block milestones, the sidebar.
- Content: ores and their prices, mine levels, enchants and gear tiers, as data your AI can edit (it asks you first).
- Bosses, events, seasons and crates use their own sections.
Fixed for everyone: crate odds are always shown, keys can never be bought, and there is no coinflip or other betting.
The world
The setup makes a void world called box and, on its first start, builds the Camp, the Box with its
12 pads, and the arena, sets the regions and warps, and fills the pads. These are tidy placeholder
builds; real builds will replace them later and keep working the same way.
Building your own? Make the pads with /shbox pad add <id> <x1> <y1> <z1> <x2> <y2> <z2> <level> (up
to 24 pads), and tell the setup where your Camp, Box, arena and Camp gate are with
/shbox area <camp|box|arena|gate> <x1> <y1> <z1> <x2> <y2> <z2>. Set boss spots with
/shbosses pad set and the hill with /shevents set-location koth 4.
Anti-cheat
The setup installs the free Grim anti-cheat, set to tell staff only: it never kicks or bans by itself. Staff with the alerts permission see its alerts in chat; you decide what to do.
Seasons
There are no resets unless you choose them: a season length (4, 8 or 12 weeks) or ending one yourself. At a season end a backup is taken first, then box progress stays (keep), goes back to level 1 (soft), or starts over (full). A full reset also takes back every player's box gear and gives the starter set again (players who are offline get it when they next join). See Events, leaderboards and seasons.
For add-on makers
sh-box has a small add-on API, BoxService in Bukkit's services manager:
- Read a player's level, prestige, Pack and enchants; add ore to a Pack (logged); find the pad level at a place.
registerEnchantadds a pickaxe enchant players buy with tokens; your code runs on every block they mine, including each block their Explosive enchant breaks.registerSellMultiplierandregisterTokenMultiplieradd a named bonus, shown in the sell summary. Each bonus is at most x10, and all sell bonuses together (the server bonus, prestige, boosters and every add-on) also give at most x10; tokens follow the same cap.- Events in
BoxEvents:BlockMinedEvent(cancel, or change the tokens; it also fires for each block the Explosive enchant breaks, withblast()true),PackSellEvent(add a multiplier or cancel),PackSoldEvent,RankUpEventandPrestigeEvent(cancel),RankedUpEvent,PrestigedEvent,EnchantBoughtEvent,DeathDropEvent(change the share or cancel),MineRefillEvent(cancel) andMineShuffleEvent.
The ore_rush event type is there for your own events in events.yml. See also
Add-ons.
Good to know
Like all premade setups, this one only runs on our network. Your worlds and your own files are always yours to download. See Premade setups.