Rerolls and milestones
Rolling an opening again from a rank ladder, a grant or a price, and rewards for opening enough crates.
Rerolls
After a reveal, a player with a reroll to spend gets the reroll window instead of the reward: look at what was won, keep it, or roll again. Until they choose, the reward waits in their pending rewards, so closing the window or logging out loses nothing. A player with no reroll never sees the window.
A reroll draws the whole table again and replaces the rewards of that opening. A reroll is spent whether the new draw is better or not.
Where rerolls come from
They are spent in this order, per opening:
| Source | Set by |
|---|---|
| The rank ladder | rerolls.groups in config.conf: the rerolls of the player's highest group, for each opening |
| Granted rerolls | /uxmcrates reroll give <player> <amount>: a balance, kept until spent |
| Bought rerolls | rerolls.price: paid for each one past the two above |
rerolls {
price { currency = "vault", amount = "reroll * 250", maximum = 3 }
groups {
silver { permission = "uxmcrates.reroll.silver", amount = 1, priority = 1, refusal = "This is for silver and above." }
gold { permission = "uxmcrates.reroll.gold", amount = 3, priority = 2, refusal = "This is for gold and above." }
}
}
- Groups do not stack. A player who holds several takes the one with the highest
priority, not the sum. refusalis the line shown to a player below that group, naming what the next group up would give.- The price climbs.
amountis an expression overreroll, the number of the bought reroll counting from one:reroll * 250costs 250, then 500, then 750.maximumcaps how many may be bought in one opening;0is no cap. Leavecurrencyoramountempty and a reroll is never bought. - The window opens only when the ladder or a grant gives at least one reroll; a purchase is offered from inside it.
The nodes in rerolls.groups are yours to invent. %uxmcrates_rerolls% is the granted balance.
Milestones
A milestone rewards a player for reaching a number of openings. Two ladders, both in config.conf:
| Ladder | Counts | Window |
|---|---|---|
per-crate | Each crate on its own: ten openings of common and ten of elite are two rungs | /crates milestones <crate> |
every-crate | Every opening of any crate | /crates milestones |
milestones {
per-crate {
"10" { name = "Ten openings", items = ["DIAMOND 1"], commands = [], automatic = true }
"100" { name = "A hundred openings", items = ["NETHERITE_INGOT 1"], automatic = false }
}
every-crate {
"500" { name = "Five hundred openings of anything", items = ["NETHERITE_BLOCK 1"], automatic = false }
}
}
- Each rung is keyed by the count that reaches it, and gives
itemsand runscommands. automatic = truehands the rung over the moment it is reached;falsewaits in the milestones window for a click.- A player who reaches a rung on both ladders takes both.
- The counts already exist, so adding a ladder resets nobody: a player with four hundred openings is at four hundred.
- A file written with the numbers straight under
milestonesstill reads, as the per-crate ladder.
The player reads milestone.reached or milestone.reached-every-crate. %uxmcrates_milestone_<crate>% and
%uxmcrates_milestone% count the openings left to the next rung.
Related: Reroll window, Milestones window
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