> For the complete documentation index, see [llms.txt](https://docs.mongenscave.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.mongenscave.com/premium-products/quests/supported-plugins/essentialsx.md).

# EssentialsX

When [EssentialsX](https://essentialsx.net/) provides your economy, the `gain_money` trigger becomes available. Detection is automatic.

| Trigger      | Counts when the player...          | Progress          |
| ------------ | ---------------------------------- | ----------------- |
| `gain_money` | balance increases, from any source | the amount gained |

Unlike [ShopGUIPlus](file:///C:/Users/KomPhone/IdeaProjects/mc-Quests/docs/integrations/shopguiplus.md) `sell_money` (which only counts shop sales), `gain_money` watches the player's Essentials balance directly — job payouts, sell commands, admin grants, anything that raises the balance counts.

The `target` must be `any`:

```yaml
objectives:
  earn:
    name: "&#FFD86E&lFirst Fortune"
    description:
      - "&#C7D0D9Earn money from any source."
      - ""
      - "&#8A8F98Progress: &#FFFFFF{progress}&#8A8F98/&#FFFFFF{required}"
    trigger: gain_money
    target: any
    required: 5000
```

### Good to know <a href="#good-to-know" id="good-to-know"></a>

* **`/pay` doesn't count.** Player-to-player payments are deliberately ignored, so players can't complete money quests by passing the same coins back and forth.
* Progress is counted in whole currency units; decimals are rounded down.
* Only balance **increases** count — losing money never reduces quest progress.
