Reward Definition Guide
This is the most creative and important part of the plugin. Rewards are defined in the reward-blocks, reward-mobs, and reward-fishing sections.
Basic Structure
Each reward section starts with a key (e.g., DIAMOND_ORE
or zombie
) and contains two subsections: rewards
and effects
.
zombie:
rewards:
- "item ROTTEN_FLESH 1 50"
- "money 10.0 20"
effects:
- "sound ENTITY_ZOMBIE_DEATH"
Reward String Formats (rewards
)
rewards
)Each line in a rewards:
list defines one potential reward.
Item (Vanilla)
"item <MATERIAL_NAME> <amount> <chance>"
"item DIAMOND 1 10"
Item (ItemsAdder)
"itemsadder <namespace:id> <amount> <chance>"
"itemsadder my_items:ruby_sword 1 1"
Item (Oraxen)
"oraxen <id> <amount> <chance>"
"oraxen steel_ingot 5 25"
Money (Vault)
"money <amount> <chance>"
"money 500.50 20"
Experience (EXP)
"exp <amount> <chance>"
"exp 100 50"
Command
"command <chance> <command_to_execute>"
"command 100 broadcast %player% won!"
Potion Effect
"effect <chance> <EFFECT> <duration> <amplifier>"
"effect 10 SPEED 30 1"
Action Bar (not reward message, its like directly reward)
"actionbar <chance> <message>"
"actionbar 100 &a+10 XP!"
Title (not reward message, its like directly reward)
"title <chance> <Title|Subtitle>"
`"title 5 &6JACKPOT!
Placeholders: Variables you can use in commands and messages: %player%
, %killer%
, %mob%
, %caught_item%
, %x%
, %y%
, %z%
.
Effect String Formats (effects
)
effects
)Effects in the effects:
list are triggered if any reward from the rewards
list is successfully given.
Sound
"sound <SOUND_NAME>"
"sound ENTITY_PLAYER_LEVELUP"
Particle
"particle <PARTICLE_NAME>"
"particle VILLAGER_HAPPY"
Firework
"firework"
"firework"
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