-
Le forum de Minecraft-France va définitivement fermer ses portes. Celui-ci restera en lecture seule mais vous ne pourrez plus y apporter de nouveaux topics. Nous vous invitons à nous rejoindre sur le Discord de Minecraft-France qui permet de présenter vos projets, discuter avec la communauté etc.. Merci à tous d'avoir fait vivre ce forum de nombreuses années. Pour nous rejoindre sur Discord, Cliquez ici
Forum - Minecraft-France
-
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: -
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:
-
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: -
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:
-
#drops