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)

Each line in a rewards: list defines one potential reward.

Reward Type
Format
Example

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 in the effects: list are triggered if any reward from the rewards list is successfully given.

Effect Type
Format
Example

Sound

"sound <SOUND_NAME>"

"sound ENTITY_PLAYER_LEVELUP"

Particle

"particle <PARTICLE_NAME>"

"particle VILLAGER_HAPPY"

Firework

"firework"

"firework"

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