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[Problem]Pomocy


Rekomendowane odpowiedzi

Opublikowano

Siemka mam problem z you cannot kill a forge player jakos tak pisze i gracze sie nie moga czasami bic co to jest?

Opublikowano

@up:

Jak zwykle piszesz bez sensu. xD

Przecież to nic nie da, od tego jest plugin.

 

@topic:

Posiadasz plugin o nazwie CookieMonster. Podaj config.yml tego pluginu (nie plik, tylko treść), a Ci naprawię,

ponieważ to tam się ustawia.

343731479829004887779.png

Opublikowano
settings:

# general plugin settings

# if you don't want deciamls ($1.23)

wholeNumberRewards: false

# if only direct player kills gives reward (disables mob farming)

# (this is ignored if on a disabled world or region)

onlyKillDrop: false

# if replaceDrop, then default drops are removed & substituted

# if false, custom drops are added to the existing drops

replaceDrops: false

# if onlyKillDrop: false, should custom drops always occur?

alwaysReplaceDrops: true

# if allow hunting with wolves

allowWolfHunt: true

#disable damage if can't afford to kill? (applies to wolves, too)

disableExpensiveKill: true

# any world listed here won't be checked (comma-delimited, case-insensitive)

disableWorlds: testWorld1, world2, random_world_nether

# if any regions are defined, should they be disabled regions or the only places cm is enabled?

# true (default): regions are areas where cm is disabled

# (however, regions on disabled worlds are reversed & will be enabled)

# false: cm is globally disabled, except for within regions (disabled worlds ignored)

regionsDisable: true

# for how long a player is 'protected' from spawn camping

# (player kill rewards are nulled)

playerRewardWait: 1m

# if a player killed within the playerRewardWait period

# reward is reversed (in case of positive reward only)

# eg. player who kills the player pays amount

playerReverseProtect: true

# if the players who die pay the killer (assuming has enough)

playerPaysReward: true

# optional multiplier for dropped exp

expMultiplier: 1


#spawn camp tracking occurs when a player kills a monster

spwanCampTracking:

# if enabled, there are no rewards (or drops) after the threshold is passed

enabled: false

# if global is enabled, will apply camp tracking to "natural" deaths

# this would allow monsters to drop items naturally, but disable monster killing machines

# (player drops are preserved, though, to protect the innocent)

global: false

# if suspected camping kills won't drop items

disableDrops: true

# if also disabled exp drops

disableExp: true

# elevation change max

deltaY: 5

# square about center (distance from center to edge)

deltaX: 20

# time before a kill is no longer counted against tracking

# positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)

timeout: 20m

# max kills in the area before counted as spawn camping

campKills: 50


# any LivingEntity listed here can have it's own rewards

# can give a range for economy reward ( min-max )

# itemCoins to give custom ranges for individual items (note: durability not supported for items here)

# can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)

# drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]

## 100 Probability means will drop each time

## if = 50, only means 50% chance of drop, chance of full drop is random

rewards:

Chicken:

#drops: 344%10, 288@2%70

Cow:

Creeper:

#drops: 2256@1%.5, 289@4%80

coins: 1-

# itemCoins example: bow&arrow give no reward, wooden sword is worth more

#itemCoins: "261>0, 268>3-6"

Charged_Creeper:

#drops: 2256@1%2, 289@5%90

coins: 1-2

# itemCoins example: bow&arrow give no reward, wooden sword is worth more

#itemCoins: "261>0, 268>5-16"

Ghast:

coins: 2-5

Giant:

# giant zombie, not very likely to encounter

Monster:

# this is a fake human, not likely to occur

Pig:

PigZombie:

#drops: 320@2%70, 283%01

coins: 1-5

Sheep:

Skeleton:

#drops: 261@1%10, 262@4%80

coins: 1-2

Slime:

coins: 1-2

Spider:

coins: 1-2

Squid:

Zombie:

coins: 1-2

Wild_Wolf:

coins: -1--2

Tame_Wolf:

coins: 1-2

Pet_Wolf:

# this applies if you kill a wolf that is your own

coins:

Enderman:

coins: 1-2

Silverfish:

coins: 1-2

Cave_Spider:

coins: 1-2

Ender_Dragon:

coins: 100-500

Villager:

coins: 0

Blaze:

coins: 2-4

Mushroom_Cow:

coins: 0

Magma_Cube:

coins: 1-2

Snow_Golem:

coins: -1--2

Wild_Ocelot:

Tame_Ocelot:

coins: -5--10

Pet_Ocelot:

Iron_Golem:

coins: -5--10

Wither:

coins: 5-10

Wither_Skeleton:

coins: 2-4

Bat:

Witch:

coins: 10-20

MobSpawner:

coins: -4--5

Player:

coins: 30




messages:

# Colors are specified by using "&[colorcode]".

# (Never put colors within the angle brackets of a tag)

# Color table:

# &0 is black

# &1 is dark blue

# &2 is dark green

# &3 is dark sky blue

# &4 is red

# &5 is magenta

# &6 is gold or amber

# &7 is light grey

# &8 is dark grey

# &9 is medium blue

# &a is light green

# &b is cyan

# &c is orange-red

# &d is pink

# &e is yellow

# &f is white

# (use && for a & symbol)


# rewarded for killing a monster:

# <amount> how much credited to account

# <longamount> how much, with currency name (vault only)

# <monster> name of the creature killed

# <item> what used to kill it

reward: "&a You are rewarded &f<amount>&a for killing the &f<monster>"

# if the reward is specific to what the user is holding

itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"

# for killing a player

playerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>"

itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"

# for the victim of the attacks

victimpay: "&f <player>&c took &f<amount>&c from you when you died"

victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"

# this is for when a reward is withheld for suspected spawn camping

nocampingreward: "&a No more rewards avaliable for this area.. Try again later"


# penalized for killing a monster (if coin range is negative)

# <amount> how much removed from account

# <longamount> how much, with currency name (vault only)

# <monster> name of the creature killed

penalty: "&c You are penalized &f<amount>&c for killing the &f<monster>"

# <item> what used to kill it

itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"


# penalized for killing a player

# <amount> how much removed from account

# <player> name of the player killed

playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"

# penalized for killing a player within the spawn protection

# <time> spawn protection time (seconds)

playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"

# <item> what used to kill

itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"

itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"


# if cannot afford the penalty for killing the entity

notafford: "&c You cannot afford to kill a &f<monster>"

itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"


# if no money rewarded (can be blank for none)

norewardMonster: "&c there is no reward for killing a &f<monster>"

norewardCreature:

norewardPlayer:

# <item> what used to kill it

itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"

itemnorewardCreature:

itemnorewardPlayer:






aaa i czy jeszcze jest jakis lepszy plugin na kase z graczy??a i jak czasami sie zabije gracza to zabiera kase to co to jest tez????

Opublikowano

 

 

settings:
    # general plugin settings
    # if you don't want deciamls ($1.23)
    wholeNumberRewards: false
    # if only direct player kills gives reward (disables mob farming)
    #  (this is ignored if on a disabled world or region)
    onlyKillDrop: false
    # if replaceDrop, then default drops are removed & substituted
    #   if false, custom drops are added to the existing drops
    replaceDrops: false
    # if onlyKillDrop: false, should custom drops always occur?
    alwaysReplaceDrops: true
    # if allow hunting with wolves
    allowWolfHunt: true
    #disable damage if can't afford to kill? (applies to wolves, too)
    disableExpensiveKill: true
    # any world listed here won't be checked (comma-delimited, case-insensitive)
    disableWorlds: testWorld1, world2, random_world_nether
    # if any regions are defined, should they be disabled regions or the only places cm is enabled?
    # true (default): regions are areas where cm is disabled
    #     (however, regions on disabled worlds are reversed & will be enabled)
    # false: cm is globally disabled, except for within regions (disabled worlds ignored)
    regionsDisable: true
    # for how long a player is 'protected' from spawn camping
    #        (player kill rewards are nulled)
    playerRewardWait: 0m
    # if a player killed within the playerRewardWait period
    #        reward is reversed (in case of positive reward only)
    #        eg. player who kills the player pays amount
    playerReverseProtect: false
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: false
    # optional multiplier for dropped exp
    expMultiplier: 1
 
#spawn camp tracking occurs when a player kills a monster
spwanCampTracking:
    # if enabled, there are no rewards (or drops) after the threshold is passed
    enabled: false
    # if global is enabled, will apply camp tracking to "natural" deaths
    #   this would allow monsters to drop items naturally, but disable monster killing machines
    #   (player drops are preserved, though, to protect the innocent)
    global: false
    # if suspected camping kills won't drop items
    disableDrops: true
    # if also disabled exp drops
    disableExp: true
    # elevation change max
    deltaY: 5
    # square about center (distance from center to edge)
    deltaX: 20
    # time before a kill is no longer counted against tracking
    #   positive integer values only, units being m(inutes) h(hours) d(ays) w(eeks) M(onths) (default: m)
    timeout: 20m
    # max kills in the area before counted as spawn camping
    campKills: 50
 
# any LivingEntity listed here can have it's own rewards
# can give a range for economy reward ( min-max )
# itemCoins to give custom ranges for individual items (note: durability not supported for items here)
# can configure custom drops for each (origional drops are replaced with these, so 0%0 would disable rewards)
# drops syntax: itemID[:subData][@maxDrop]%Probability[,another drop... ]
## 100 Probability means will drop each time
## if = 50, only means 50% chance of drop, chance of full drop is random
rewards:
    Chicken: 
        #drops: 344%10, 288@2%70
    Cow:
    Creeper:
        #drops: 2256@1%.5, 289@4%80
        coins: 1-
        # itemCoins example: bow&arrow give no reward, wooden sword is worth more
        #itemCoins: "261>0, 268>3-6"
    Charged_Creeper:
        #drops: 2256@1%2, 289@5%90
        coins: 1-2
        # itemCoins example: bow&arrow give no reward, wooden sword is worth more
        #itemCoins: "261>0, 268>5-16"
    Ghast:
        coins: 2-5
    Giant:
        # giant zombie, not very likely to encounter
    Monster:
        # this is a fake human, not likely to occur
    Pig:
    PigZombie:
        #drops: 320@2%70, 283%01
        coins: 1-5
    Sheep:
    Skeleton:
        #drops: 261@1%10, 262@4%80
        coins: 1-2
    Slime:
        coins: 1-2
    Spider:
        coins: 1-2
    Squid:
    Zombie:
        coins: 1-2
    Wild_Wolf:
        coins: -1--2
    Tame_Wolf:
        coins: 1-2
    Pet_Wolf:
        # this applies if you kill a wolf that is your own
        coins: 
    Enderman:
        coins: 1-2
    Silverfish:
        coins: 1-2
    Cave_Spider:
        coins: 1-2
    Ender_Dragon:
        coins: 100-500
    Villager:
        coins: 0
    Blaze:
        coins: 2-4
    Mushroom_Cow:
        coins: 0
    Magma_Cube:
        coins: 1-2
    Snow_Golem:
        coins: -1--2
    Wild_Ocelot:
    Tame_Ocelot:
        coins: -5--10
    Pet_Ocelot:
    Iron_Golem:
        coins: -5--10
    Wither:
        coins: 5-10
    Wither_Skeleton:
        coins: 2-4
    Bat:
    Witch:
        coins: 10-20
    MobSpawner:
        coins: -4--5
    Player:
        coins: 30
 
 
        
messages:
    # Colors are specified by using "&[colorcode]".
    #     (Never put colors within the angle brackets of a tag)
    #   Color table:
    #       &0 is black
    #       &1 is dark blue
    #       &2 is dark green
    #       &3 is dark sky blue
    #       &4 is red
    #       &5 is magenta
    #       &6 is gold or amber
    #       &7 is light grey
    #       &8 is dark grey
    #       &9 is medium blue
    #       &a is light green
    #       &b is cyan
    #       &c is orange-red
    #       &d is pink
    #       &e is yellow
    #       &f is white
    # (use && for a & symbol)
 
    # rewarded for killing a monster:
    # <amount>  how much credited to account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    # <item>    what used to kill it
    reward: "&a You are rewarded &f<amount>&a for killing the &f<monster>"
    # if the reward is specific to what the user is holding
    itemreward: "&a You are rewarded &f<amount>&a for killing the &f<monster>&a with a &f<item>"
    # for killing a player
    playerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>"
    itemplayerreward: "&a You are rewarded &f<amount>&a for killing the Player &f<player>&a with a &f<item>"
    # for the victim of the attacks
    victimpay: "&f <player>&c took &f<amount>&c from you when you died"
    victimprotection: "&f <player>&a payed you &f<amount>&a as penalty for killing you"
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: "&a No more rewards avaliable for this area.. Try again later"
    
    # penalized for killing a monster (if coin range is negative)
    # <amount>  how much removed from account
    # <longamount> how much, with currency name (vault only)
    # <monster> name of the creature killed
    penalty: "&c You are penalized &f<amount>&c for killing the &f<monster>"
    # <item>    what used to kill it
    itempenalty: "&c You are penalized &f<amount>&c for killing the &f<monster>&c with a &f<item>"
    
    # penalized for killing a player
    # <amount>  how much removed from account
    # <player> name of the player killed
    playerpenalty: "&c You are penalized &f<amount>&c for killing Player &f<player>"
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn protection"
    # <item>    what used to kill
    itemplayerpenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    itemplayercamppenalty: "&c You are penalized &f<amount>&c for killing &f<player>&c during spawn with a &f<item>"
    
    # if cannot afford the penalty for killing the entity
    notafford: "&c You cannot afford to kill a &f<monster>"
    itemnotafford: "&c You cannot afford to kill a &f<monster>&c with a &f<item>"
    
    # if no money rewarded (can be blank for none)
    norewardMonster: "&c there is no reward for killing a &f<monster>"
    norewardCreature: 
    norewardPlayer:
    # <item>    what used to kill it
    itemnorewardMonster: "&c there is no reward for killing a &f<monster>&c with a &f<item>"
    itemnorewardCreature: 
    itemnorewardPlayer:

 

 

 

Naprawiłem Ci. Można zabijać już graczy, a osoba, która zostanie zabita, nie płaci graczowi, który go zabił.

Wg. mnie CookieMonster najlepszy.

343731479829004887779.png

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