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    • Rewards
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  • Explaining the system
  • Reward types
  • File structure
  1. King's Anvil

Rewards

PreviousExplaining the configuration further

Last updated 9 months ago

Explaining the system

Here are the steps:

  1. Select a of rewards at random from the file

  2. On each selected reward, use their drop chance to calculate if the player should get the item

Reward types

  • MONEY

  • CONSOLE - runs a command as console

  • PLAYER - runs a command as the player

  • XP - gives a certain amount of XP points to the player

  • More to come. Send any ideas on my

File structure

Here's an example rewards file.

# The first value between [square brackets] is the reward type. See the full list in the docs (https://docs.synkdev.cc)
# The second is the percentage of chance that the person holding the anvil when the event finished has to get this specific rewards
# The third is the percentage of chance that the person who held the anvil the longest has to get this specific reward
# Some of that can be configured in the config.yml file.
# If you disabled reward-time in the config, you can leave the last value in square brackets to 0%
# 
# Example: [CONSOLE] give %player% apple 64 [60] [30]
# Here, the last holder has 60% chance to get 64 apples, and the longest holger has 30% chance.
# MONEY type rewards require Vault to be installed on your server.

[MONEY] 1000 [100] [25]
[CONSOLE] give %player% enchanted_golden_apple 1 [100] [100]

The first reward will give $1000 to the player getting it. It has 100% drop chance for the winner (last person to hold the anvil when the event ends), and 25% chance for the player who held the anvil for the longest (see )

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Explaining the configuration further