> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rbxweb.net/llms.txt
> Use this file to discover all available pages before exploring further.

# Roblox Trackers

> Track live Roblox stats and post them to your server on a schedule. The first tracker posts game player counts (CCU).

**Roblox Trackers** is a home for trackers that watch Roblox data and post updates to your Discord on a schedule.

In the sidebar, **Roblox Trackers** is a collapsible menu — click it to unhide its trackers, then pick one to open its settings. The first available tracker is **Game Player Count (CCU)**.

## Game Player Count (CCU)

Add the games you want to watch, then set each one up. The bot posts that game's live concurrent-player count to Discord on a schedule.

**One game = one tab = one report = one message.** Every game gets its own tab, and that tab holds everything about it: its message, its channel, its posting method, its frequency, its live stats and its fired triggers. So you can send one game to `#dev-updates` every minute and another to `#announcements` once an hour.

<Steps>
  <Step title="Add a game">
    Paste the game's **place ID** (the number in its Roblox URL) and click **Add game**. The bot resolves its universe ID, name and artwork automatically, and the game gets a tab. Adding a game that already has a tab is refused — open its tab instead. How many games you can track depends on your tier (see below).
  </Step>

  <Step title="Set it up">
    In the game's tab, write the message, pick the **Post Channel**, and choose a **Posting method** — scheduled updates, or a CCU trigger that waits for a player count. Then set the frequency.
  </Step>

  <Step title="Start report">
    Click **Start report** at the bottom of the tab. That game starts posting — the other tabs are untouched, so you can start each game when it's ready.
  </Step>
</Steps>

<Note>
  **How these messages are delivered.** Every player-count report posts through a bot-owned webhook. With no custom identity it uses the bot's own name and avatar, so it looks exactly like a normal bot message; enabling **Custom identity** in the message editor simply overrides that name and avatar (the custom name is capped at **80 characters** — Discord's webhook limit). The bot needs **Manage Webhooks** in the target channel; without it the message is posted normally instead, so nothing is ever lost.
</Note>

### Inside a tab

The top of a tab is its **status**: whether the report is running, where it posts, how often, and when it posts next — plus what the bot **last saw on Roblox**. The bot only looks on that report's own frequency, so this is the only place those figures exist:

| Figure      | What it means                      |
| ----------- | ---------------------------------- |
| Players     | Live players at the last check     |
| Visits      | All-time visits at the last check  |
| Server size | Max players per server             |
| Last check  | When the bot last looked at Roblox |

Below the status sit that game's **fired triggers** (see **Posting method** below), and under those, the settings.

| Action         | What it does                                                                                                              |
| -------------- | ------------------------------------------------------------------------------------------------------------------------- |
| Pause / Resume | Temporarily stops a running report without losing anything. Resume picks the schedule back up on the next check.          |
| Stop           | Stops the report. **The tab, its message and all its settings stay**, so Start report picks it straight back up.          |
| × on the tab   | Stops tracking that game entirely — its report, message, settings and trigger history all go, and the game slot frees up. |

<Note>
  **While a report is running its settings are locked.** The bot re-reads them from the database as it posts, so an edit mid-run would take effect under it. Press **Stop**, make the change, and press **Start report** again.
</Note>

### Settings

<Tip>
  Every setting has an **info icon** next to its label — click it for the full explanation, including the caveats. The table below is the short version.
</Tip>

| Setting                | What it does                                                                                                                                                                                                     |
| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Message                | Composed in the shared message/embed editor, prefilled with `**{game_name}** — {players} playing`. Works in both Message and Embed mode. Insert dynamic values from the **Variables** button (see tokens below). |
| Custom identity        | Optional (**Booster / Premium**). Posts under a name and avatar you choose instead of the bot's. Lives inside the message editor.                                                                                |
| Post Channel           | Where this game's report posts. Each game has its own. Required.                                                                                                                                                 |
| Posting method         | What kind of report this is: **Scheduled updates** or a **CCU trigger**. See below.                                                                                                                              |
| Post / Check Frequency | The interval. What it means depends on the posting method — see below.                                                                                                                                           |
| Trigger at (players)   | CCU trigger only. The player count that fires the report.                                                                                                                                                        |

### Posting method

Each game's report is one of two things. The **Posting method** you pick also decides what the frequency below it means.

<CardGroup cols={2}>
  <Card title="Scheduled updates" icon="clock">
    Posts the game's player count on a clock. The interval is a **Post Frequency** — every one of them posts a message, whatever the count is.
  </Card>

  <Card title="CCU trigger" icon="bell">
    Doesn't post on a clock at all. The interval is a **Check Frequency** — how often the bot *looks* at the player count. It posts once, the first time the count reaches your number, and then the report stops.
  </Card>
</CardGroup>

#### CCU trigger

Set **Trigger at (players)** to the count you're waiting for.

<Tip>
  Don't guess the number — click **Check now** next to the field. It fetches the game's real current player count and fills it in, so you can pick a number against reality. The button then waits 10 seconds before it can be used again.
</Tip>

* Nothing is posted on a check that comes back **under** your number. The tab tells you so: *"Still under the trigger — nothing is posted until the count reaches 5,000."*
* The first check that **reaches** it posts once, and the report stops. The result lands in that game's **Triggers fired** list, at the top of its tab: the count it hit, the number it beat, the channel it posted to and when. The 5 most recent are kept.
* The tab and its settings survive, so **Start report** runs the same trigger again.
* If the count crosses your number **between** checks but drops back before the next one, it won't post — the bot only sees the value at each check.

The posting method is per game — each game's report has its own.

### Why the game limit tops out at 25

Every game posts its own message, and Discord caps a webhook at **30 messages per 60 seconds per channel**. At the fastest frequency (1 minute) with every game in the same channel, 25 games is 25 messages a minute — which still fits under that limit.

### Template tokens

Insert these from the message editor's **Variables** button:

| Token              | Resolves to                       |
| ------------------ | --------------------------------- |
| `{game_name}`      | The game's name                   |
| `{players}`        | Current players online (CCU)      |
| `{max_players}`    | Server size (max players)         |
| `{visits}`         | Lifetime visits                   |
| `{game_link}`      | Link to the game on Roblox        |
| `{place_id}`       | The game's place ID               |
| `{universe_id}`    | The game's universe ID            |
| `{game_icon}`      | The game's icon (square image)    |
| `{game_thumbnail}` | The game's thumbnail (wide image) |

`{game_icon}` and `{game_thumbnail}` are **image** tokens — pick them from the editor's thumbnail or image slot to show the game's artwork in the embed. (They're also offered as text tokens if you'd rather use the raw URL.)

### Tier limits

The base tracker is free. Your tier sets how many games you can track — running or not — and the fastest posting frequency:

| Tier    | Games tracked | Fastest frequency |
| ------- | ------------- | ----------------- |
| Free    | 2             | Every 1 hour      |
| Booster | 5             | Every 30 minutes  |
| Premium | 10            | Every 10 minutes  |
| VIP     | 25            | Every 1 minute    |

**Custom identity** on the message editor is a **Booster / Premium** perk.

The quota pill in the card header shows how many games you're tracking versus your limit. If your tier changes, the tracker clamps to the new limits on the next reload: a frequency that's now too fast is raised to your floor, and games beyond your new cap **stop posting** — their tabs are kept and marked over the limit, so nothing you wrote is lost. Remove a game (or upgrade) to bring one back.
