Rewards
Static and randomized rewards for last hits, the top three and everyone else.
Four reward categories, in rewards.yml, in one of two modes.
used-rewards: STATIC # or RANDOMIZED
Both modes are configured in the file at once; used-rewards picks which section is read. That
makes switching a one-line change, and it means you can prepare a randomized table without turning it
on.
The categories
| Category | Given to |
|---|---|
each-last-hit | The last player to hit the dragon before each rebirth |
final-last-hit | The last player to hit it before the event ends |
event-end.places | The top three by total damage |
event-end.every-other-player | Everyone else who took part |
The two last-hit rewards are what make the middle of a fight matter. Damage decides the leaderboard, but the killing blow on each rebirth is its own prize, and a player who cannot win on damage can still win one of those.
Static rewards
static:
each-last-hit:
- 'eco give %player_name% 500'
- 'msg: <rainbow>Congrats, you were the last to hit dragon before it died and reborn!'
event-end:
places:
1:
- 'give %player_name% dragon_egg 1'
- 'give %player_name% dragon_head 3'
2:
- 'give %player_name% dragon_head 2'
3:
- 'give %player_name% dragon_head 1'
every-other-player:
- 'eco give %player_name% 1000'
Each entry is a console command with %player_name% for the recipient. An entry starting with
msg: is sent to the player as a MiniMessage message instead of being run as a command.
Randomized rewards
randomized:
each-last-hit:
reward_1:
- 'eco give %player_name% 500'
reward_2:
- 'eco give %player_name% 250'
Each category holds several reward_N keys and one is picked at random. Every list inside the chosen
key runs.
The keys must be named reward_1, reward_2 and so on. There is no weighting — each is equally
likely — so to make one outcome rarer, add more copies of the common one.
Randomized rewards give an event replay value that a fixed table does not: winning first place twice does not produce the same prize twice.
Placeholders
%player_name% is the recipient. Commands run from console, so anything your other plugins expose
works: eco give, lp user ... parent addtemp, crate givekey, give.
Three events a day, each paying every-other-player 1000 to everyone who joined, is a large amount
of money entering your economy every day. Set event-price against it, and prefer items and keys
over currency for the places — a dragon head is a trophy, and money is inflation.
Nobody wins
If the dragon is not killed within dragon-event-time, the event ends with the timed-out message
and no rewards at all — not even every-other-player. Players who paid to enter get nothing.
That is the correct behaviour for a challenge, but it is worth knowing when you tune the dragon's health: an event that times out regularly is one players stop paying to enter.
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