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Discussion dans 'Serveurs' créé par Sony270, 23 Sept 2014.

  1. Sony270

    Sony270 Bûcheron

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    Bonjour, comment effacer "<gray>" svp ? j'ai cherchais, j'ai pas trouver.
    [​IMG]
     
  2. Voone

    Voone Mineur

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    Eh ben, tu va dans le fichier config.yml de ton plugin !
     
  3. Sony270

    Sony270 Bûcheron

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    J'ai déjà étais dans la config, je peut pas le configurer dedans, je croie.
     
  4. Voone

    Voone Mineur

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    Ben affiche-la ta config puis après, faut être sûr, pas croire !
     
  5. Sony270

    Sony270 Bûcheron

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    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:
     
  6. Voone

    Voone Mineur

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    En effet, ce n'est pas dans cette config. Mais peut-être dans celle de ton plugin d'économie, peux-tu la mettre s'il te plait.
     
  7. Sony270

    Sony270 Bûcheron

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    La config du plugin Iconomy ? ok.


    # iConomy 6.0.8b
    # @author Nijikokun <[email protected]>
    # @license GPLv2
    # @copyright Copyright AniGaiku LLC (C) 2010-2011
    ##
    # Setup Notes
    # - Seconds
    # Basic Table:
    # 1 minute = 60 seconds
    # 1 hour = 1 minute * 60 = 3600 seconds
    # 1 day = 1 hour * 24 = 86400 seconds
    # 1 week = 1 day * 7 = 604800 seconds
    # - Database
    # Do not use remote databases from free sites, please use either a
    # remote database from a personal hosted VPS or DEDI or a local
    # database. This will prevent any 'timeout' or 'invalid settings'
    # or 'cannot connect to database' issues. Thank you :)!
    ##

    System:
    Permissions:
    Use:
    # Should a user have the 'iConomy.holdings' to use /money
    # By default this is false, so that people stop complaining that
    # iConomy doesn't work. Yes, people actually report that.
    # If you are one of those people, leave this false.
    Holdings: false

    Default:
    Currency:
    # Major is the first segment [Major].Minor

    # Major ([Major].Minor) 1.00 Dollar (With Seperate 1 Dollar)
    Major: [ 'Dollar', '<gray>Dollars' ]

    # Minor (Major.[Minor]) 0.23 Coins (With Seperate 0 Dollars, 23 Coins)
    Minor: [ 'Coin', 'Coins' ]

    Account:
    # Default account balance when created
    Holdings: 100.0

    # Controls how money is formatted through methods
    Formatting:
    # Minor allows you to use the Minor amounts for amounts <1
    # Example (true) 0.23 Coins and 1.23 Dollars (false) 0.23 Dollars and 1.23 Dollars
    Minor: false

    # Seperate allows your money to be shown in an alternative way,
    # instead of 1.32 it will show as 1 Dollar 23 Coins
    # !!! NOTICE: This only works if Minor is set to true !!!
    Seperate: false # Example (true) 1 Dollar, 23 Coins (false) 1.23 Dollars (Only if Minor is true)

    # Single shows your money in another alternative way.
    # Instead of 1.23 Dollars you will see: 1 Dollar.
    # If your money is 0.23 you will see 0 Dollars if Minor is false, 23 Coins if Minor is true.
    # !!! Notice: This overrides seperate !!!
    Single: false

    # Logs all monetary transactions passed through iConomy
    Logging:
    Enabled: false

    # Purges Default Balances at Loading
    # Good way to keep unused accounts or default accounts wiped out and lower database usage.
    Purging:
    Enabled: true

    # Controls amount of money gained at a set interval.
    Interest:
    Enabled: false

    # Only give interest to players who are currently online?
    Online: true

    Announce:
    # Send a message when the player gains interest?
    Enabled: false

    Interval:
    # Interval is done in seconds, here is a easy reference table for commonly set intervals:
    # 1 minute = 60 seconds
    # 1 hour = 1 minute * 60 = 3600 seconds
    # 1 day = 1 hour * 24 = 86400 seconds
    # 1 week = 1 day * 7 = 604800 seconds
    Seconds: 60

    Amount:
    # The balance to be met where we stop giving interest.
    # 0.0 for no limit
    Cutoff: 0.0

    # Percentage of holdings to give / take (Negative to take) (Overrides Min/Max)
    Percent: 0.0

    # This is range based, to set a "flat" or "constant" rate, set each (Maximum and Minimum) to the same number.
    # If the two numbers are different, it will be a random amount in-between the two.
    Maximum: 1
    Minimum: 2

    Database:
    # Databases Supported:
    # Flatfile, FF, mini, minidb
    # - These all equate to miniDB
    ##
    # item, items, inventory, inventoryDB
    # - These all equate to InventoryDB, which uses inventory for storage
    ##
    # xp, exp, orb, xpdb, expdb, orbdb
    # - These all equate to ExperienceDB, which relies on Experience for balance.
    ##
    # mysql, mysqldb
    # - These will attempt to connect to MySQL
    ##
    # sqlite, sqlite2, sqlite3, sqlitedb
    # - These will attempt to create & connect to SQLite
    ##
    # postgre, postgreSQL, postgreDB
    # - These will attempt to connect to PostgreSQL
    Type: 'minidb'

    # These are for InventoryDB only.
    #
    # InventoryDB is essentially Physical Money.
    # It isn't logged in a database, its based on the users inventory
    # and the two items selected below.
    #
    # MajorItem is the item or block ID of the major currency
    # MinorItem is the item or block ID of the minor currency
    # e.g. MajorItem: 266, MinorItem: 265 for Gold/Iron
    MajorItem: 266
    MinorItem: 265

    # This controls the database name, by default it is iConomy
    Table: 'iConomy'

    # URL is for SQL Databases Only
    ##
    # Path to iConomy folder is easy, it's the COMPLETE path.
    # (Mine) G:\MineCraft\plugins\iConomy\
    # Won't be the same as yours, but it usually looks like that.
    ##
    # [H2DB Default] h2:path/to/iConomy/folder/iConomy;AUTO_RECONNECT=TRUE
    # [SQLite Default] sqlite:path/to/iConomy/folder/iConomy.db
    ##
    # Binary Databases use ip:port style connections.
    # ip
    # - is the connection identifier (internet protocol)
    # - for ipv6 usually encased in brackets [::1]
    # port
    # - the port that the database is listening on
    # - defaults: 3306 for mysql, postgre is either 5740 or 5432
    ##
    # [MySQL Default] mysql://localhost:3306/iConomy
    # [Postgre Default] postgresql://localhost:5740/iConomy
    URL: 'mysql://localhost:3306/iConomy'

    # Login details for binary databases
    Username: 'root'
    Password: ''

    ##############################################################
    # !!! Conversion is not your database settings !!!
    ##############################################################
    # Conversion allows you to convert your old 5.x to the new 6.x
    # All is currently unused.
    ##############################################################
    # URL is for MySQL only, H2DB doesn't use it.
    ##############################################################
    Conversion:
    # Set to True, After converting, change this back to false!
    Enabled: false

    # Database Type, H2DB or MySQL
    Type: 'H2DB'

    # Database Table
    Table: 'iConomy'

    # Database URL without table at the end.
    URL: 'mysql://localhost:3306'

    # Username / Password
    # H2DB does not use this. MySQL Only.
    Username: 'root'
    Password: ''

    # Unused ATM.
    All: true
     
  8. Voone

    Voone Mineur

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    Ben c'est au début, #Major c'est marqué <gray>, t'as juste à l'enlever !
    Problème résolu !
     
  9. Damien0503

    Damien0503 Explorateur

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    Attendons de voir si ça fonctionne de son côté avant de dire problème résolu :p.
    Mais c'est sûrement un souci de compatibilité de couleurs oui
     
    • Je désapprouve Je désapprouve x 1
  10. Sony270

    Sony270 Bûcheron

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    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:
     
  11. Voone

    Voone Mineur

    Inscrit:
    27 Juil 2014
    Messages:
    420
    Points:
    86
    Sexe:
    Homme
    Ne ce plugin est basé sur un système de random donc ça c'est pas modifiable...
     
  12. Sony270

    Sony270 Bûcheron

    Inscrit:
    9 Août 2013
    Messages:
    129
    Points:
    50
    Sexe:
    Homme
    Au pire y a pas un autre plugin mieu que ça et que si je met 100 sa gagne 100 par exemple ?
     
  13. degra72

    degra72 Bûcheron

    Inscrit:
    14 Nov 2013
    Messages:
    130
    Points:
    54
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    Homme
    Le systèmes d'aléatoire est modifiable, contrairement à ce qu tu dis @Voone
     
  14. Voone

    Voone Mineur

    Inscrit:
    27 Juil 2014
    Messages:
    420
    Points:
    86
    Sexe:
    Homme
    Bah excusez moi j'ai eu utilisé une version de CookieMonster ou cela n'était pas encore modifiable...
     
  15. degra72

    degra72 Bûcheron

    Inscrit:
    14 Nov 2013
    Messages:
    130
    Points:
    54
    Sexe:
    Homme
    Ne t'excuses pas l'erreur est humaine.
     

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