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[Problème] plugin CookieMonster

Discussion dans 'Serveurs' créé par Sony270, 5 Oct 2015.

  1. Sony270

    Sony270 Bûcheron

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    Bonjour, j'ai un problème avec le plugin Cookie Monster, quand je tue un joueur avec sans épée aura de feu et arc flame je gagne 30.00 dollars, mais si j'ai une épée aura de feu et arc flame au lieu de gagner 30.00, je gagne par exemple 28, 29 dollars et je voudrais qu'ils gagne quand-même 30.00.
     
  2. Nalem

    Nalem Nouveau

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    Bonjour,

    Pourrais-tu fournir le fichier de config du plugin ?
     
  3. Sony270

    Sony270 Bûcheron

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    Ma config :

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

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

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



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

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

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

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

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

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

    Nalem Nouveau

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    En effet c'est bizarre il n'y a pas de config en rapport avec les enchantements.
    Le problème est-il présent avec les animaux et les monstres ?
     
  5. Sony270

    Sony270 Bûcheron

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    Oui les animaux, les monstres, les joueurs, tout.
     
  6. Claykillers

    Claykillers Bûcheron

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    Je ne connais rien au configuration des plugins,mais je pense que le prix quand on tue un joueurs,et régler avec le pourcentage de dégâts qu'on a infligés.Il doit y avoir une configuration sur réduire ou non le prix par rapport au pourcentage des dégât infligés ?
     
  7. Sony270

    Sony270 Bûcheron

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    Je sais pas, j'ai pas trouver.
     
  8. thecoco67

    thecoco67 Bûcheron

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    A tu essayer sans ta config ?
     
  9. Sony270

    Sony270 Bûcheron

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