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.