DUXPLIMA Documentation

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

CategoryGiven to
each-last-hitThe last player to hit the dragon before each rebirth
final-last-hitThe last player to hit it before the event ends
event-end.placesThe top three by total damage
event-end.every-other-playerEveryone 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.

Rewards are the event's economic output

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.