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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