Earning coins
A new economy mints nothing. There is no default income: until you add an
earning rule, every member sits at their starting balance forever, and
/economy daily answers that it is not configured.
That is deliberate. Every coin that exists on your server exists because you switched on a source for it, which is what makes the currency worth anything.
Rules live on the Economy page, Earning tab. Each rule can be switched off without deleting it, and edited at any time.
The nine kinds
| Kind | Pays for | Members trigger it with |
|---|---|---|
| Message activity | Chatting | nothing, it is passive |
| Voice activity | Time in voice | nothing, it is passive |
| Daily reward | Showing up | /economy daily |
| Work | An honest shift | /economy work |
| Crime | A risky job | /economy crime |
| Level up | Reaching a level | nothing, it is automatic |
| XP gain | Earning XP at all | nothing, it is passive |
| Role income | Holding a role | /economy collect, or automatic |
| Item income | Owning items | /economy collect, or automatic |
You can only have one rule of each kind, except Role income and Item income, which can have one rule per role or per item.
Members can also claim the daily reward, work, crime and income from the
buttons of /economy menu. Those buttons follow exactly the same rules as the
commands: the same amounts, cooldowns and streak.
Message activity
Pays a random amount between a minimum and a maximum for a message, then holds a cooldown before that member can earn again. The cooldown defaults to 60 seconds and cannot go below 30.
You can limit it to a list of channels, or exclude a list of channels, and set a daily cap on how much one member can earn from chatting per day. Days run on UTC.
This is independent of message XP: it works whether or not the level system is on, and it uses its own cooldown, not the 50 second XP one.
Voice activity
Pays a fixed amount per tick, where a tick is a number of minutes you choose, from 1 to 60, defaulting to 5. A 22 minute call at a 5 minute tick pays four ticks, and the same call at a 20 minute tick pays one — every tick length counts the call continuously. It also takes a daily cap.
A tick has to be completed in one go: switching channel or toggling mute, deafen, stream or camera starts a new one from zero, exactly as it does for voice XP.
Members who are deafened or muted earn nothing: if you cannot take part, you do not get paid. Voice XP follows the same rule.
Voice time is recorded whenever either the Server Stats voice module or
Enable Voice XP on the Levels page is on — either is enough. A member who
has opted out of tracking with /privacy earns nothing here.
Daily reward
/economy daily claims a base amount, plus a streak bonus that grows with
each consecutive day claimed. The bonus defaults to 10% per day, capped at 300%
of the base, and grace days (1 by default) is how many missed days are
forgiven before the streak resets to zero.
Two reset behaviours are available:
- Once per day, the default: claimable again at midnight, in a timezone you pick. The timezone defaults to UTC.
- Cooldown after claim: claimable again a fixed number of hours after the last claim, 24 by default.
The command tells the member their new streak and when they can claim next.
Work and crime
/economy work pays a random amount between a minimum and a maximum, on a
cooldown that defaults to one hour.
/economy crime is the same shape with a gamble on top: a fail chance,
60% by default, and on a failure the member is fined a random percentage of
their wallet and safe
together, 20% to 40% by default, instead of being paid. The fine comes out of
the wallet first.
Both take custom replies: lines of flavour text, up to 300 characters each,
picked at random. Write the {amount} variable where the amount should appear:
it becomes the payout, written with your currency (🪙 250 Coins), and in a
crime failure reply the fine. The editor offers it as you type {, and the
bot reads it in any case ({Amount}) and in the older {{amount}} spelling
too. Crime takes two lists, one for successes and one for failures.
A work reply can also carry a payout multiplier, from 0.1x to 5x in steps of 0.1: the member is paid the rolled amount times the multiplier of the reply picked, rounded, and never less than 1. A reply at 2x pays double, a reply at 0.5x pays half, so a rare jackpot line or a bad shift can be part of the flavour. The editor shows the average payout of a shift and its range as you type. A payout that would push a member past the wallet cap is refused like any other, and the cooldown is still used.
| Tier | Custom replies per rule |
|---|---|
| Free | 3 |
| Silver | 10 |
| Gold | 25 |
| Platinum | 50 |
Level up and XP gain
Level up pays whenever a member gains a level. Either a flat amount per level, or an exact amount for specific levels (up to 100 of them), so you can make level 10 and level 50 feel like milestones. It pays on voice level-ups as well as text ones.
XP gain pays proportionally to XP earned, expressed as coins per 100 XP. It is the smoothest faucet of the three, because it tracks activity directly rather than milestones.
Both only pay for organic XP, earned by talking or by being in voice. XP
handed out by /xp or by an automation never mints coins.
Both obviously need the level system to be on.
Role income
Pays members holding a role a fixed amount, daily or weekly. Two payout styles:
- Claim with collect: the member runs
/economy collectto take it. Income from several roles stacks and is collected in one go. - Automatic: the bot pays everyone with the role on schedule, without them asking.
Either way a member is only paid once per period, even if a payout runs twice.
Item income
Pays members for every copy of an item they own: an amount per copy, for at
most a number of copies counted (10 by default; copies beyond it earn
nothing), daily or weekly, with the same two payout styles as role
income. /economy collect collects role and item income together, and the
copies counted are those owned at that moment. The automatic payout pays every
member who owns a copy and is still on the server.
A member is paid once per period per rule. Two things make item income cheaper than it looks, and the dashboard warns about both: a tradeable item can be passed between members, each collecting on it in the same period, and an item with a sell-back can be bought, collected on, then sold back. A rule whose item was deleted from the shop pays nothing.
When passive earnings actually appear
Message, voice and XP-gain earnings are batched and written to balances roughly once a minute. A member who checks their balance the second after sending a message may not see it yet. Everything triggered by a command (daily, work, crime, collect) is immediate.
How many rules you can have
| Tier | Earning rules |
|---|---|
| Free | 2 |
| Silver | 5 |
| Gold | 10 |
| Platinum | 20 |
Two more sources, off by default
The Settings tab also has two optional faucets that move coins between members rather than minting them:
- Rob lets a member try to steal from another. By default the odds depend on wealth: the richer the robber is compared to their target, the likelier they fail, between 20% and 80%. You can set a fixed chance instead, whatever the wallets hold. A success takes at most a percentage of the target's wallet, 10% by default, never their safe; a failure fines the robber a percentage of their own wallet and safe together, 20% to 40% by default, the wallet first. Either way the cooldown is consumed, four hours by default. Members who joined the server less than 24 hours ago can neither rob nor be robbed, and so can accounts below the minimum age gate. When Discord cannot tell FlaviBot when either member joined, the attempt is refused rather than risked, and no cooldown is used. Members holding one of the roles that can't be robbed are safe from rob, and members with a police role (below) can't rob.
- Casino (
/casino) offers blackjack, roulette, slots, coinflip and higher or lower, with a minimum and maximum bet and a limit on how many games a member can start inside a time window (4 games per 5 minutes by default). You can disable individual games and keep the rest./casino menuopens a table: the member's balance, the limits, the plays left, quick bets and one button per game. Once a game is over, Play again and Double the bet start the next one in one click; each counts as a new game, and a bet refused for want of money does not use a play. A game left alone for 5 minutes is finished for the member: blackjack stands, higher or lower cashes out, and the buttons are disabled. Blackjack lets a member split a pair once and double after the split. A table takes new games for 2 hours; after that,/casino menuopens a new one. The table also leads to trivia, which pays a right answer and is not gambling: it runs even while the casino is off.
Both are off until you switch them on. FlaviBot can also pause the casino across all servers at any time; while it is paused, casino commands answer with a temporarily-disabled message and the rest of the economy carries on.
Police and the fine pot
By default a fine leaves the economy: the coins a caught robber or a failed criminal pays are gone. The Police and fine pot card on the Settings tab can send part of every fine into the server's fine pot instead, for the police to claim.
- Police roles: members holding any of them can't rob, and can claim from the pot. Without a police role nothing goes into the pot and nobody can claim it, whatever the shares say.
- Share of rob fines and share of crime fines: the percentage of each fine that goes into the pot, 0% by default. The rest still leaves the economy. The fined member's reply says how much went into the pot.
- Share taken per claim: each claim takes this percentage of the pot, at
least 1 coin, 10% by default. A police member claims from
/economy menuwith the Claim pot button, once per cooldown, a day by default (one hour to seven days).
The card also shows what the pot holds now and how much went in and out so
far. /economy admin reset-all empties the pot along with every balance.
Paying coins from an automation
Autoresponder actions can add, remove or set a member's balance, so an
automation can pay a reward for anything you can trigger on. There is also an
economy_balance_threshold trigger, which fires when a member's balance
(wallet and safe together) crosses an amount you set, in the direction you set, once per crossing rather
than on every transaction. See
actions and
triggers.
