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Contractsv1.14.0

Categories

A category is a named group of contracts that rotates on its own timer. A contract is never shown to players on its own: it appears only when a category lists it and that category’s rotation picks it. Categories are how you pace content (hourly, daily, weekly, whole-wipe) and decide how many contracts a player can juggle at once.

Categories are stored in the contract_category_data.json data file and authored with the web editor.

Field Type Description
name string (non-empty) The category name players see, e.g. “Daily Contracts”.
description string A short blurb for the category. May be empty.
contractIds string[] The ids of contracts in this category’s pool. Each rotation draws from this list.
permanentContractIds string[] The ids of contracts that are always active in this category, on top of the random draw (see below).
rotation object The rotation timer and how many contracts go active each cycle (see below).
schedule object or null When the category is open, counted from the map wipe. null means always open (see below).
replayCooldown number (0 or more) or null Default wait before a contract in this category can be taken again, in seconds. null means contracts here are not replayable unless they set their own.
ignoreContractCooldown boolean When on, contract-level replay cooldowns are ignored and this category’s replayCooldown decides alone.
maxActiveContracts map (permission → number) Per-permission cap on how many of this category’s contracts a player can hold at once (see below).

The rotation block decides when the category re-rolls and how many contracts it surfaces:

Field Type Default Description
duration number (-1 or > 0) 86400 How long a rotation lasts, in seconds. 86400 is one day. Set to -1 (or 0) for no rotation: the contracts stay active for the whole wipe.
minContractsAmount integer (min 1) 3 Fewest contracts to activate each rotation.
maxContractsAmount integer (min 1) 3 Most contracts to activate each rotation. Cannot be lower than minContractsAmount.

Each rotation picks a random number of contracts between minContractsAmount and maxContractsAmount (inclusive), shuffles the pool, and activates that many. If the pool holds fewer contracts than the chosen number, every contract in the pool goes active. Set min equal to max for a fixed count every time.

These two fields work with the contract’s own replayCooldown. See Replayable contracts for the full rule and what players see.

A category with duration of -1 never rotates: its contracts are active for the entire wipe. This is how the default Wipe Contracts category works.

A category with no active rotation and nothing to draw from either list (or only ids that don’t match any contract) becomes dormant: it doesn’t start a new rotation and logs a console warning instead. It stays visible in the menu with no active contracts, and starts a rotation automatically the next time the plugin loads with a contract in its list. This avoids confusion when you add a category with no contracts, realize it, fix it by adding at least one contract to it and then wonder why it still doesn’t have any active contracts (because a rotation had started with no contracts).

permanentContractIds is a second contract list. Every contract in it is always part of the category’s active rotation. They’re included on top of the random draw and do not count toward minContractsAmount or maxContractsAmount, so a category with 3 permanent contracts and a max of 5 can show 8 at once.

Keep a contract in one of the two lists. contractIds is the random pool, permanentContractIds is the always-on list. If the same id is in both, the plugin logs a warning on load and treats the contract as permanent, and the editor flags it too.

Permanent means always in the rotation, not persistent progress. Progress still resets when the category rotates, same as every other contract.

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Unlike rotation, which says how long a cycle lasts, schedule says when the category runs at all.

A category with a schedule is open when the current time falls inside one of its entries, and closed otherwise. A closed category stops rotating and ends any active rotation, as if the rotation had ended on its own.

Schedules are useful when you want harder contracts to show up at a specific point in the wipe. They are an advanced feature and are not used in the default setup.

The schedule block holds the entries and one display setting:

Field Type Default Description
entries array The time ranges when the category is open. At least one.
hideWhenClosed boolean true Hide the category from the player menu while it is closed.

Each entry has three fields:

Field Type Description
start integer (min 0) When the category opens, in seconds after the wipe.
end integer or null When it closes, in seconds after the wipe. null keeps it open for the rest of the wipe. Must be after start.
repeatEvery integer or null How long until the entry happens again, in seconds. null means it happens once.

The category is open when any entry covers the current time. Two entries that overlap work the same way a single entry would. schedule: null means “always open”, which is what all default categories use. An empty entries list is rejected and treats the schedule as null.

By default a closed category is gone from the menu. Set hideWhenClosed inside the schedule to false to keep it listed with its name and a countdown to its next opening. It shows no contracts either way, so players never see what is coming. Once the schedule has no opening left, the category hides no matter what the flag says.

An easy starter category that stops at the end of week 2:

{
"entries": [
{
"start": 0,
"end": 1209600,
"repeatEvery": null
}
],
"hideWhenClosed": true
}

A hard category that only shows up from week 2 onward and then stays for the rest of the wipe:

{
"entries": [
{
"start": 1209600,
"end": null,
"repeatEvery": null
}
],
"hideWhenClosed": true
}

A weekend category, on a server that wipes Thursday at 2pm. Friday 6pm is 28 hours after the wipe (100800), Sunday midnight is 82 hours after it (295200), and a week is 604800:

{
"entries": [
{
"start": 100800,
"end": 295200,
"repeatEvery": 604800
}
],
"hideWhenClosed": false
}

That last one sets hideWhenClosed to false, so players see the category all week with a countdown to Friday instead of it vanishing on Sunday night.

The web editor does that math for you, so you do not have to count hours by hand.

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maxActiveContracts limits how many of this category’s contracts a single player can have active at the same time, keyed by permission. On the lite edition this cap is not enforced: every player is uncapped at the category level (the global cap still binds). Each key is a permission name (for example contracts.vip) and each value is the cap for players who hold it:

  • A player gets the highest cap among the permissions they hold.
  • A value of -1 means unlimited.
  • If the map is empty, or a player holds none of the listed permissions, they are uncapped for this category.
{
"categories": {
"daily": {
"name": "Daily Contracts",
"description": "Achievable mid-effort contracts.",
"contractIds": [
"hunt_bears",
"craft_ammo",
"loot_crates"
],
"rotation": {
"duration": 86400,
"minContractsAmount": 3,
"maxContractsAmount": 5
},
"schedule": null,
"replayCooldown": null,
"ignoreContractCooldown": false,
"maxActiveContracts": {
"contracts.use": 2,
"contracts.vip": 5
}
}
},
"version": {
"Major": 1,
"Minor": 14,
"Patch": 0
}
}

This category rotates daily, surfaces three to five of its contracts each day, lets ordinary players hold two at once, and VIPs five.