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Forum - Minecraft-France

    #Spawn
    [Problème] plugin CookieMonster, 15 Oct 2015
  1. 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:
  2. Message cookie monster, 26 Sept 2014
  3. 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:

  4. Message cookie monster, 24 Sept 2014
  5. 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:
  6. Message cookie monster, 23 Sept 2014
  7. 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:
  8. Créer une map avec language universel, 14 Août 2014
  9. Hayteckk

    Bonjour ou bonsoir !

    Je me présente, je suis Hayteckk, membre de ce forum depuis pas mal de temps, MapMaker et surtout Redstoner.
    Je suis à la recherche d'une personne qui pourrait m'aider à la création d'une map à language universel. Je m'explique: une dossier "resources.rar" dans une map qui permettrait de changer le language inscrit sur les panneaux, livres,... en changeant simplement la langue dans le jeu Minecraft.
    J'ai essayé de créer par moi-même un fichier .lang pour la langue française, mais hélas, ça a été sans succès.

    Voici ce que j'ai commencé à créer pour ma map "Hide & Seek":
    #FRANCAIS

    #Traduction française pour la map Hide & Seek by Hayteckk



    #Spawn (Signs)
    Vanilla is a map=est une map
    created by=créée par
    Before starting=Avant de débuter
    a game, please=une partie,
    make the "Start=faites le "Start
    Tutorial" if you=Tutorial" si vous
    still have not=n'avez jamais
    played on this"joué sur cette
    map. This map is=map. Cette map est
    only worked with=travaillée avec la
    snapshot 14w31a=snapshot 14w31a
    and more=et les autres
    versions of=versions de
    If you want to=Si vous voulez en
    learn more about=savoir plus sur
    redstone, you= la redstone, vous
    can visit my=allez sur ma
    YouTube channel:=chaîne YouTube:
    Tutorials are=Les tutoriels sont
    in french,=en français,
    because... I'm=parce que... je
    french.=suis français.
    Previous=Mini-jeu
    mini-game:=précédent:
    Nothing=Aucun
    Next mini-game=Mini-jeu suivant
    in progress:=en création:

    Go here to= Allez ici pour
    became a=devenir un
    Player=joueur



    #Shop (Signs)
    Welcome to the=Bienvenue au
    Shop of Hide &=Shop de Hide &
    Seek. Here you=Seek. Ici vous
    can buy Hiders=pouvez acheter
    and Seekers=des items bonus.
    Items.Left=Faites un clique
    click on an item=gauche sur un item
    to buy it.=pour l'acheter.
    Read signs for=Lisez les panneaux
    description and=pour connaître
    cost of items.=les prix.
    To gain Coins,=Pour avoir des
    play games and=Coins, jouez et
    earn you and=faites gagner
    your team.=votre équipe.
    Your Coins can= Vos Coins sont
    be seen in the= visible dans la
    list of players=liste des joueurs
    (by pressing=avec la touche
    Tab) and above=Tab) et au-dessus
    your experience=de votre barre
    bar. To buy Kits,=d'éxpérience.
    you must first=Pour acheter des
    select a map=Kits, vous devez
    Kits are=avant sélectionner
    different=une map.
    depending maps.=

    /!\ Seekers=Les items des
    items buyable=Seekers achetable
    in Shop are only=dans le Shop
    available if you=sont seulement
    select a Seeker=disponible si
    Kit before the=vous commencez
    start of game.=en Seeker.
    If you die as=Si vous mourrez
    Hider, you=en Hider, vous
    became a=deviendrez un
    Swordsman=Seeker
    Seeker /!\=Swordsman /!\

    Get 2 Ender=Avoir 2 Ender
    Get Speed= Avoir Speed
    Get Thorns=Avoir une armure
    armor & Sword=Thorns avec épée
    BOMB=BOMBE
    Get 1 bomb at= Avoir 1 bombe au
    start of games=début du jeu
    Get 3 Ender=Avoir 3 Ender


    Quelqu'un pourrait m'aider et me dire ce que j'ai fait de mal dans le fichier s'il vous plaît ?