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Forum - Minecraft-France

    #Disable
    [ECHEC] Problème avec forge 31.2.0, MC 1.15.2, 17 Juin 2020
  1. JhonDee

    #Client only settings, mostly things related to rendering
    [client]
    #Toggle off to make missing model text in the gui fit inside the slot.
    zoomInMissingModelTextInGui = false
    #Enable uploading cloud geometry to the GPU for faster rendering.
    forgeCloudsEnabled = true
    #Disable culling of hidden faces next to stairs and slabs. Causes extra rendering, but may fix some resource packs that exploit this vanilla mechanic.
    disableStairSlabCulling = false
    #Enable Forge to queue all chunk updates to the Chunk Update thread.
    #May increase FPS significantly, but may also cause weird rendering lag.
    #Not recommended for computers without a significant number of cores available.
    alwaysSetupTerrainOffThread = false
    #Enable the Forge block rendering pipeline - fixes the lighting of custom models.
    forgeLightPipelineEnabled = true
    #When enabled, makes specific reload tasks such as language changing quicker to run.
    selectiveResourceReloadEnabled = true
    #When enabled, Forge will show any warnings that occurred during loading.
    showLoadWarnings = true
  2. [Problème] plugin CookieMonster, 15 Oct 2015
  3. Sony270

    Ma config :

    settings:
    # general plugin settings
    # if you don't want deciamls ($1.23)
    wholeNumberRewards: false
    # if only direct player kills gives reward (disables mob farming)
    # (this is ignored if on a disabled world or region)
    onlyKillDrop: false
    # if replaceDrop, then default drops are removed & substituted
    # if false, custom drops are added to the existing drops
    replaceDrops: false
    # if onlyKillDrop: false, should custom drops always occur?
    alwaysReplaceDrops: true
    # if allow hunting with wolves
    allowWolfHunt: true
    #disable damage if can't afford to kill? (applies to wolves, too)
    disableExpensiveKill: true
    # any world listed here won't be checked (comma-delimited, case-insensitive)
    disableWorlds: testWorld1, world2, random_world_nether
    # if any regions are defined, should they be disabled regions or the only places cm is enabled?
    # true (default): regions are areas where cm is disabled
    # (however, regions on disabled worlds are reversed & will be enabled)
    # false: cm is globally disabled, except for within regions (disabled worlds ignored)
    regionsDisable: true
    # for how long a player is 'protected' from spawn camping
    # (player kill rewards are nulled)
    playerRewardWait: 1m
    # if a player killed within the playerRewardWait period
    # reward is reversed (in case of positive reward only)
    # eg. player who kills the player pays amount
    playerReverseProtect: false
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: false
    # optional multiplier for dropped exp
    expMultiplier: 1
    # optionally can reward all player who helped kill a monster
    # will give a % of the potential reward generated for each player
    multipleRewards: true

    #spawn camp tracking occurs when a player kills a monster
    spwanCampTracking:
    # if enabled, there are no rewards (or drops) after the threshold is passed
    enabled: false
    # if global is enabled, will apply camp tracking to "natural" deaths
    # this would allow monsters to drop items naturally, but disable monster killing machines
    # (player drops are preserved, though, to protect the innocent)
    global: false
    # if suspected camping kills won't drop items
    disableDrops: true
    # if also disabled exp drops
    disableExp: true
    # elevation change max
    deltaY: 5
    # square about center (distance from center to edge)
    deltaX: 20
    # time before a kill is no longer counted against tracking
    # positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)
    timeout: 20m
    # max kills in the area before counted as spawn camping
    campKills: 50

    # any LivingEntity listed here can have it's own rewards
    # can give a range for economy reward ( min-max )
    # itemCoins to give custom ranges for individual items (note: durability not supported for items here)
    # can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)
    # drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]
    ## 100 Probability means will drop each time
    ## if = 50, only means 50% chance of drop, chance of full drop is random
    rewards:
    Chicken:
    #drops: 344%10, 288@2%70
    Cow:
    coins: -4
    Chicken:
    coins: -5
    Creeper:
    #drops: 2256@1%.5, 289@4%80
    coins: 19
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>3-6"
    Charged_Creeper:
    #drops: 2256@1%2, 289@5%90
    coins: 73
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>5-16"
    Ghast:
    coins: 37
    Giant:
    coins: 700
    # giant zombie, not very likely to encounter
    Monster:
    # this is a fake human, not likely to occur
    Pig:
    coins: -3
    PigZombie:
    #drops: 320@2%70, 283%01
    coins: 54-54
    Sheep:
    coins: -6
    Skeleton:
    #drops: 261@1%10, 262@4%80
    coins: 17
    Slime:
    coins: 14
    Spider:
    coins: 11
    Squid:
    coins: -7
    Zombie:
    coins: 12
    Horse:
    coins: -100000
    Wild_Wolf:
    coins: -1000
    Tame_Wolf:
    coins: -10000
    Pet_Wolf:
    # this applies if you kill a wolf that is your own
    coins: -1000
    Enderman:
    coins: 100
    Silverfish:
    coins: 45
    Cave_Spider:
    coins: 28
    Ender_Dragon:
    coins: 1000000
    Villager:
    coins: -100
    Blaze:
    coins: 22
    Mushroom_Cow:
    coins: -2000
    Magma_Cube:
    coins: 15
    Snow_Golem:
    coins: -2
    Wild_Ocelot:
    coins: -1000
    Tame_Ocelot:
    coins: -10000
    Pet_Ocelot:
    coins: -10
    Iron_Golem:
    coins: -1000
    Wither:
    coins: 100000
    Wither_Skeleton:
    coins: 79
    Bat:
    coins: 1
    Witch:
    coins: 27
    MobSpawner:
    coins: -1300
    Player:
    coins: 30



    messages:
    # Colors are specified by using "&[colorcode]".
    # (Never put colors within the angle brackets of a tag)
    # Color table:
    # &0 is black
    # &1 is dark blue
    # &2 is dark green
    # &3 is dark sky blue
    # &4 is red
    # &5 is magenta
    # &6 is gold or amber
    # &7 is light grey
    # &8 is dark grey
    # &9 is medium blue
    # &a is light green
    # &b is cyan
    # &c is orange-red
    # &d is pink
    # &e is yellow
    # &f is white
    # (use && for a & symbol)

    # rewarded for killing a monster:
    # <amount> how much credited to account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    # <item> what used to kill it
    reward: "&aTu a gagner &b<amount>&a pour avoir tuer &b<monster> &a!"
    rewardpercent: "&aTu as gagner &b<amount>&a pour assistance&b <percent> &ade degats a &b<monster> &a!"
    # if the reward is specific to what the user is holding
    itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"
    itemrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>&a with a &f<item>"
    # for killing a player
    playerreward: "&aTu a gagner &b<amount>&a pour avoir tuer &b<player> &a!"
    playerrewardpercent: "&aTu as gagner &b<amount>&a pour assistance&b <percent> &ade degats a &b<player> &a!"
    itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"
    itemplayerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>&a with a &f<item>"
    # for the victim of the attacks
    victimpay: "&f <player>&c took &f<amount>&c from you when you died"
    victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: "&a No more rewards avaliable for this area.. Try again later"

    # penalized for killing a monster (if coin range is negative)
    # <amount> how much removed from account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    penalty: "&4Tu a perdu &b<amount>&4 pour avoir tuer &b<monster> &4!"
    # <item> what used to kill it
    itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"

    # penalized for killing a player
    # <amount> how much removed from account
    # <player> name of the player killed
    playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"
    # <item> what used to kill
    itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"

    # if cannot afford the penalty for killing the entity
    notafford: "&c You cannot afford to kill a &f<monster>"
    itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"

    # if no money rewarded (can be blank for none)
    norewardMonster: "&c there is no reward for killing a &f<monster>"
    norewardCreature:
    norewardPlayer:
    # <item> what used to kill it
    itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"
    itemnorewardCreature:
    itemnorewardPlayer:
  4. Message cookie monster, 26 Sept 2014
  5. Sony270

    C'est pas dans la config de cookie monster ?


    settings:
    # general plugin settings
    # if you don't want deciamls ($1.23)
    wholeNumberRewards: false
    # if only direct player kills gives reward (disables mob farming)
    # (this is ignored if on a disabled world or region)
    onlyKillDrop: false
    # if replaceDrop, then default drops are removed & substituted
    # if false, custom drops are added to the existing drops
    replaceDrops: false
    # if onlyKillDrop: false, should custom drops always occur?
    alwaysReplaceDrops: true
    # if allow hunting with wolves
    allowWolfHunt: true
    #disable damage if can't afford to kill? (applies to wolves, too)
    disableExpensiveKill: true
    # any world listed here won't be checked (comma-delimited, case-insensitive)
    disableWorlds: testWorld1, world2, random_world_nether
    # if any regions are defined, should they be disabled regions or the only places cm is enabled?
    # true (default): regions are areas where cm is disabled
    # (however, regions on disabled worlds are reversed & will be enabled)
    # false: cm is globally disabled, except for within regions (disabled worlds ignored)
    regionsDisable: true
    # for how long a player is 'protected' from spawn camping
    # (player kill rewards are nulled)
    playerRewardWait: 1m
    # if a player killed within the playerRewardWait period
    # reward is reversed (in case of positive reward only)
    # eg. player who kills the player pays amount
    playerReverseProtect: true
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: true
    # optional multiplier for dropped exp
    expMultiplier: 1
    # optionally can reward all player who helped kill a monster
    # will give a % of the potential reward generated for each player
    multipleRewards: true

    #spawn camp tracking occurs when a player kills a monster
    spwanCampTracking:
    # if enabled, there are no rewards (or drops) after the threshold is passed
    enabled: false
    # if global is enabled, will apply camp tracking to "natural" deaths
    # this would allow monsters to drop items naturally, but disable monster killing machines
    # (player drops are preserved, though, to protect the innocent)
    global: false
    # if suspected camping kills won't drop items
    disableDrops: true
    # if also disabled exp drops
    disableExp: true
    # elevation change max
    deltaY: 5
    # square about center (distance from center to edge)
    deltaX: 20
    # time before a kill is no longer counted against tracking
    # positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)
    timeout: 20m
    # max kills in the area before counted as spawn camping
    campKills: 50

    # any LivingEntity listed here can have it's own rewards
    # can give a range for economy reward ( min-max )
    # itemCoins to give custom ranges for individual items (note: durability not supported for items here)
    # can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)
    # drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]
    ## 100 Probability means will drop each time
    ## if = 50, only means 50% chance of drop, chance of full drop is random
    rewards:
    Chicken:
    #drops: 344%10, 288@2%70
    Cow:
    Creeper:
    #drops: 2256@1%.5, 289@4%80
    coins: 70-9
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>3-6"
    Charged_Creeper:
    #drops: 2256@1%2, 289@5%90
    coins: 2-8
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>5-16"
    Ghast:
    coins: 2-5
    Giant:
    # giant zombie, not very likely to encounter
    Monster:
    # this is a fake human, not likely to occur
    Pig:
    PigZombie:
    #drops: 320@2%70, 283%01
    coins: 2-3
    Sheep:
    Skeleton:
    #drops: 261@1%10, 262@4%80
    coins: 1-3
    Slime:
    coins: 1-2
    Spider:
    coins: 1-2
    Squid:
    Zombie:
    coins: 1-2
    Wild_Wolf:
    coins: -1--2
    Tame_Wolf:
    coins: -5--10
    Pet_Wolf:
    # this applies if you kill a wolf that is your own
    coins:
    Enderman:
    coins: 1-2
    Silverfish:
    coins: 1-2
    Cave_Spider:
    coins: 1-2
    Ender_Dragon:
    coins: 100-500
    Villager:
    coins: 0
    Blaze:
    coins: 2-4
    Mushroom_Cow:
    coins: 0
    Magma_Cube:
    coins: 1-2
    Snow_Golem:
    coins: -1--2
    Wild_Ocelot:
    Tame_Ocelot:
    coins: -5--10
    Pet_Ocelot:
    Iron_Golem:
    coins: 200
    Wither:
    coins: 700
    Wither_Skeleton:
    coins: 110
    Bat:
    coins: 120
    Witch:
    coins: 90
    MobSpawner:
    coins: -100
    Player:
    coins: 30



    messages:
    # Colors are specified by using "&[colorcode]".

    # (Never put colors within the angle brackets of a tag)
    # Color table:
    # &0 is black
    # &1 is dark blue
    # &2 is dark green
    # &3 is dark sky blue
    # &4 is red
    # &5 is magenta
    # &6 is gold or amber
    # &7 is light grey
    # &8 is dark grey
    # &9 is medium blue
    # &a is light green
    # &b is cyan
    # &c is orange-red
    # &d is pink
    # &e is yellow
    # &f is white
    # (use && for a & symbol)

    # rewarded for killing a monster:
    # <amount> how much credited to account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    # <item> what used to kill it
    reward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer un/une &4<monster>"
    rewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>"
    # if the reward is specific to what the user is holding
    itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"
    itemrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>&a with a &f<item>"
    # for killing a player
    playerreward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer &4<player>"
    playerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>"
    itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"
    itemplayerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>&a with a &f<item>"
    # for the victim of the attacks
    victimpay: "&f <player>&c took &f<amount>&c from you when you died"
    victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: "&a No more rewards avaliable for this area.. Try again later"

    # penalized for killing a monster (if coin range is negative)
    # <amount> how much removed from account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    penalty: "&c You are penalized &f<amount>&c for killing the &f<monster>"
    # <item> what used to kill it
    itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"

    # penalized for killing a player
    # <amount> how much removed from account
    # <player> name of the player killed
    playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"
    # <item> what used to kill
    itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"

    # if cannot afford the penalty for killing the entity
    notafford: "&c You cannot afford to kill a &f<monster>"
    itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"

    # if no money rewarded (can be blank for none)
    norewardMonster: "&c there is no reward for killing a &f<monster>"
    norewardCreature:
    norewardPlayer:
    # <item> what used to kill it
    itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"
    itemnorewardCreature:
    itemnorewardPlayer:

  6. Message cookie monster, 24 Sept 2014
  7. Sony270

    Sa marche ! :)
    Merci, bien, j'ai un autre problème pour l'argents, j'ai mis dans la config de cookiemonster 30$ si un joueur tue un joueur il gagne 30$, j'ai testé avec un pote et à chaque-fois que je tue un joueur, sa me fait gagner par exemple 27.37$, 28.07$, 29.69$, j'ai essayer dans la config de mettre 30-30 sa pas marcher et 30 sa marche pas comment faire pour que sa reste que 30$ svp ?



    Ma config :

    settings:
    # general plugin settings
    # if you don't want deciamls ($1.23)
    wholeNumberRewards: false
    # if only direct player kills gives reward (disables mob farming)
    # (this is ignored if on a disabled world or region)
    onlyKillDrop: false
    # if replaceDrop, then default drops are removed & substituted
    # if false, custom drops are added to the existing drops
    replaceDrops: false
    # if onlyKillDrop: false, should custom drops always occur?
    alwaysReplaceDrops: true
    # if allow hunting with wolves
    allowWolfHunt: true
    #disable damage if can't afford to kill? (applies to wolves, too)
    disableExpensiveKill: true
    # any world listed here won't be checked (comma-delimited, case-insensitive)
    disableWorlds: testWorld1, world2, random_world_nether
    # if any regions are defined, should they be disabled regions or the only places cm is enabled?
    # true (default): regions are areas where cm is disabled
    # (however, regions on disabled worlds are reversed & will be enabled)
    # false: cm is globally disabled, except for within regions (disabled worlds ignored)
    regionsDisable: true
    # for how long a player is 'protected' from spawn camping
    # (player kill rewards are nulled)
    playerRewardWait: 1m
    # if a player killed within the playerRewardWait period
    # reward is reversed (in case of positive reward only)
    # eg. player who kills the player pays amount
    playerReverseProtect: true
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: true
    # optional multiplier for dropped exp
    expMultiplier: 1
    # optionally can reward all player who helped kill a monster
    # will give a % of the potential reward generated for each player
    multipleRewards: true

    #spawn camp tracking occurs when a player kills a monster
    spwanCampTracking:
    # if enabled, there are no rewards (or drops) after the threshold is passed
    enabled: false
    # if global is enabled, will apply camp tracking to "natural" deaths
    # this would allow monsters to drop items naturally, but disable monster killing machines
    # (player drops are preserved, though, to protect the innocent)
    global: false
    # if suspected camping kills won't drop items
    disableDrops: true
    # if also disabled exp drops
    disableExp: true
    # elevation change max
    deltaY: 5
    # square about center (distance from center to edge)
    deltaX: 20
    # time before a kill is no longer counted against tracking
    # positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)
    timeout: 20m
    # max kills in the area before counted as spawn camping
    campKills: 50

    # any LivingEntity listed here can have it's own rewards
    # can give a range for economy reward ( min-max )
    # itemCoins to give custom ranges for individual items (note: durability not supported for items here)
    # can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)
    # drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]
    ## 100 Probability means will drop each time
    ## if = 50, only means 50% chance of drop, chance of full drop is random
    rewards:
    Chicken:
    #drops: 344%10, 288@2%70
    Cow:
    Creeper:
    #drops: 2256@1%.5, 289@4%80
    coins: 70-9
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>3-6"
    Charged_Creeper:
    #drops: 2256@1%2, 289@5%90
    coins: 2-8
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>5-16"
    Ghast:
    coins: 2-5
    Giant:
    # giant zombie, not very likely to encounter
    Monster:
    # this is a fake human, not likely to occur
    Pig:
    PigZombie:
    #drops: 320@2%70, 283%01
    coins: 2-3
    Sheep:
    Skeleton:
    #drops: 261@1%10, 262@4%80
    coins: 1-3
    Slime:
    coins: 1-2
    Spider:
    coins: 1-2
    Squid:
    Zombie:
    coins: 1-2
    Wild_Wolf:
    coins: -1--2
    Tame_Wolf:
    coins: -5--10
    Pet_Wolf:
    # this applies if you kill a wolf that is your own
    coins:
    Enderman:
    coins: 1-2
    Silverfish:
    coins: 1-2
    Cave_Spider:
    coins: 1-2
    Ender_Dragon:
    coins: 100-500
    Villager:
    coins: 0
    Blaze:
    coins: 2-4
    Mushroom_Cow:
    coins: 0
    Magma_Cube:
    coins: 1-2
    Snow_Golem:
    coins: -1--2
    Wild_Ocelot:
    Tame_Ocelot:
    coins: -5--10
    Pet_Ocelot:
    Iron_Golem:
    coins: 200
    Wither:
    coins: 700
    Wither_Skeleton:
    coins: 110
    Bat:
    coins: 120
    Witch:
    coins: 90
    MobSpawner:
    coins: -100
    Player:
    coins: 30



    messages:
    # Colors are specified by using "&[colorcode]".
    # (Never put colors within the angle brackets of a tag)
    # Color table:
    # &0 is black
    # &1 is dark blue
    # &2 is dark green
    # &3 is dark sky blue
    # &4 is red
    # &5 is magenta
    # &6 is gold or amber
    # &7 is light grey
    # &8 is dark grey
    # &9 is medium blue
    # &a is light green
    # &b is cyan
    # &c is orange-red
    # &d is pink
    # &e is yellow
    # &f is white
    # (use && for a & symbol)

    # rewarded for killing a monster:
    # <amount> how much credited to account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    # <item> what used to kill it
    reward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer un/une &4<monster>"
    rewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>"
    # if the reward is specific to what the user is holding
    itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"
    itemrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>&a with a &f<item>"
    # for killing a player
    playerreward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer &4<player>"
    playerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>"
    itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"
    itemplayerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>&a with a &f<item>"
    # for the victim of the attacks
    victimpay: "&f <player>&c took &f<amount>&c from you when you died"
    victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: "&a No more rewards avaliable for this area.. Try again later"

    # penalized for killing a monster (if coin range is negative)
    # <amount> how much removed from account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    penalty: "&c You are penalized &f<amount>&c for killing the &f<monster>"
    # <item> what used to kill it
    itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"

    # penalized for killing a player
    # <amount> how much removed from account
    # <player> name of the player killed
    playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"
    # <item> what used to kill
    itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"

    # if cannot afford the penalty for killing the entity
    notafford: "&c You cannot afford to kill a &f<monster>"
    itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"

    # if no money rewarded (can be blank for none)
    norewardMonster: "&c there is no reward for killing a &f<monster>"
    norewardCreature:
    norewardPlayer:
    # <item> what used to kill it
    itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"
    itemnorewardCreature:
    itemnorewardPlayer:
  8. Message cookie monster, 23 Sept 2014
  9. Sony270

    La voilà ma config.



    settings:
    # general plugin settings
    # if you don't want deciamls ($1.23)
    wholeNumberRewards: false
    # if only direct player kills gives reward (disables mob farming)
    # (this is ignored if on a disabled world or region)
    onlyKillDrop: false
    # if replaceDrop, then default drops are removed & substituted
    # if false, custom drops are added to the existing drops
    replaceDrops: false
    # if onlyKillDrop: false, should custom drops always occur?
    alwaysReplaceDrops: true
    # if allow hunting with wolves
    allowWolfHunt: true
    #disable damage if can't afford to kill? (applies to wolves, too)
    disableExpensiveKill: true
    # any world listed here won't be checked (comma-delimited, case-insensitive)
    disableWorlds: testWorld1, world2, random_world_nether
    # if any regions are defined, should they be disabled regions or the only places cm is enabled?
    # true (default): regions are areas where cm is disabled
    # (however, regions on disabled worlds are reversed & will be enabled)
    # false: cm is globally disabled, except for within regions (disabled worlds ignored)
    regionsDisable: true
    # for how long a player is 'protected' from spawn camping
    # (player kill rewards are nulled)
    playerRewardWait: 1m
    # if a player killed within the playerRewardWait period
    # reward is reversed (in case of positive reward only)
    # eg. player who kills the player pays amount
    playerReverseProtect: true
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: true
    # optional multiplier for dropped exp
    expMultiplier: 1
    # optionally can reward all player who helped kill a monster
    # will give a % of the potential reward generated for each player
    multipleRewards: true

    #spawn camp tracking occurs when a player kills a monster
    spwanCampTracking:
    # if enabled, there are no rewards (or drops) after the threshold is passed
    enabled: false
    # if global is enabled, will apply camp tracking to "natural" deaths
    # this would allow monsters to drop items naturally, but disable monster killing machines
    # (player drops are preserved, though, to protect the innocent)
    global: false
    # if suspected camping kills won't drop items
    disableDrops: true
    # if also disabled exp drops
    disableExp: true
    # elevation change max
    deltaY: 5
    # square about center (distance from center to edge)
    deltaX: 20
    # time before a kill is no longer counted against tracking
    # positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)
    timeout: 20m
    # max kills in the area before counted as spawn camping
    campKills: 50

    # any LivingEntity listed here can have it's own rewards
    # can give a range for economy reward ( min-max )
    # itemCoins to give custom ranges for individual items (note: durability not supported for items here)
    # can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)
    # drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]
    ## 100 Probability means will drop each time
    ## if = 50, only means 50% chance of drop, chance of full drop is random
    rewards:
    Chicken:
    #drops: 344%10, 288@2%70
    Cow:
    Creeper:
    #drops: 2256@1%.5, 289@4%80
    coins: 70-9
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>3-6"
    Charged_Creeper:
    #drops: 2256@1%2, 289@5%90
    coins: 2-8
    # itemCoins example: bow&arrow give no reward, wooden sword is worth more
    #itemCoins: "261>0, 268>5-16"
    Ghast:
    coins: 2-5
    Giant:
    # giant zombie, not very likely to encounter
    Monster:
    # this is a fake human, not likely to occur
    Pig:
    PigZombie:
    #drops: 320@2%70, 283%01
    coins: 2-3
    Sheep:
    Skeleton:
    #drops: 261@1%10, 262@4%80
    coins: 1-3
    Slime:
    coins: 1-2
    Spider:
    coins: 1-2
    Squid:
    Zombie:
    coins: 1-2
    Wild_Wolf:
    coins: -1--2
    Tame_Wolf:
    coins: -5--10
    Pet_Wolf:
    # this applies if you kill a wolf that is your own
    coins:
    Enderman:
    coins: 1-2
    Silverfish:
    coins: 1-2
    Cave_Spider:
    coins: 1-2
    Ender_Dragon:
    coins: 100-500
    Villager:
    coins: 0
    Blaze:
    coins: 2-4
    Mushroom_Cow:
    coins: 0
    Magma_Cube:
    coins: 1-2
    Snow_Golem:
    coins: -1--2
    Wild_Ocelot:
    Tame_Ocelot:
    coins: -5--10
    Pet_Ocelot:
    Iron_Golem:
    coins: 200
    Wither:
    coins: 700
    Wither_Skeleton:
    coins: 110
    Bat:
    coins: 120
    Witch:
    coins: 90
    MobSpawner:
    coins: -100
    Player:
    coins: 30



    messages:
    # Colors are specified by using "&[colorcode]".
    # (Never put colors within the angle brackets of a tag)
    # Color table:
    # &0 is black
    # &1 is dark blue
    # &2 is dark green
    # &3 is dark sky blue
    # &4 is red
    # &5 is magenta
    # &6 is gold or amber
    # &7 is light grey
    # &8 is dark grey
    # &9 is medium blue
    # &a is light green
    # &b is cyan
    # &c is orange-red
    # &d is pink
    # &e is yellow
    # &f is white
    # (use && for a & symbol)

    # rewarded for killing a monster:
    # <amount> how much credited to account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    # <item> what used to kill it
    reward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer un/une &4<monster>"
    rewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>"
    # if the reward is specific to what the user is holding
    itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"
    itemrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to the &f<monster>&a with a &f<item>"
    # for killing a player
    playerreward: "&aBravo, tu as gagner&6 <amount>&a pour avoir tuer &4<player>"
    playerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>"
    itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"
    itemplayerrewardpercent: "&a You are rewarded &f<amount>&a for assisting <percent> of damage to &f<player>&a with a &f<item>"
    # for the victim of the attacks
    victimpay: "&f <player>&c took &f<amount>&c from you when you died"
    victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: "&a No more rewards avaliable for this area.. Try again later"

    # penalized for killing a monster (if coin range is negative)
    # <amount> how much removed from account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    penalty: "&c You are penalized &f<amount>&c for killing the &f<monster>"
    # <item> what used to kill it
    itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"

    # penalized for killing a player
    # <amount> how much removed from account
    # <player> name of the player killed
    playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"
    # <item> what used to kill
    itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"

    # if cannot afford the penalty for killing the entity
    notafford: "&c You cannot afford to kill a &f<monster>"
    itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"

    # if no money rewarded (can be blank for none)
    norewardMonster: "&c there is no reward for killing a &f<monster>"
    norewardCreature:
    norewardPlayer:
    # <item> what used to kill it
    itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"
    itemnorewardCreature:
    itemnorewardPlayer: