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[Szukam]Pomocy z pluginem


Rekomendowane odpowiedzi

Opublikowano

Siemka mam problem z pluginem CookieMonster .... Nie moge ustawic tak aby dropilo z Gosci po 200$ Prosze o podeslanie Configu lub Config w Notatniku na Skype:michal.m59

71436685879740346019.png

Opublikowano

Konfig jest podstawowy nic nie zmieniane proszę :

 

 

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: 1-4
# 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: 2-8
# itemCoins example: bow&arrow give no reward, wooden sword is worth more
itemCoins: "261>0, 268>5-16"
Ghast:
drops:
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: 2-3
Sheep:
Skeleton:
drops: 261@1%10, 262@4%80
coins: 1-3
Slime:
drops:
coins: 1-2
Spider:
drops:
coins: 1-2
Squid:
Zombie:
drops:
coins: 1-2
Wild_Wolf:
drops:
coins: -1--2
Tame_Wolf:
drops:
coins: -5--10
Pet_Wolf:
# this applies if you kill a wolf that is your own
drops:
coins:
Enderman:
drops:
coins: 1-2
Silverfish:
drops:
coins: 1-2
Cave_Spider:
drops:
coins: 1-2
Ender_Dragon:
drops:
coins: 100-500
Villager:
drops:
coins: 0
Blaze:
drops:
coins: 2-4
Mushroom_Cow:
drops:
coins: 0
Magma_Cube:
drops:
coins: 1-2
Snow_Golem:
drops:
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:
drops:
coins: -4--5
Player:
coins: 0
drops:



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:

 

 

 

Gdy zmienie Player:

coins:200

drops:0

 

 

To daje temu co zabil i odbiera temu co zginal.. A ja chce tylko tak zeby dawalo za zabicie


71436685879740346019.png

Opublikowano

Do kasy za zabicie gracza CookieMonster nie polecam.

Są bugi tj. nie można bić graczy, kasa nie zawsze dropi itp.
Użyj np. MoneyDrop/PvPLevels. ;-)

 

Pozdrawiam,

Nyguss.

Opublikowano

Do kasy za zabicie gracza CookieMonster nie polecam.

Są bugi tj. nie można bić graczy, kasa nie zawsze dropi itp.

Użyj np. MoneyDrop/PvPLevels. ;-)

 

Pozdrawiam,

Nyguss.

Czy przypadkiem MoneyDrop nie dodaje tylko realistycznych pieniędzy wypadanych z mobów/graczy..?

PvPLevels nie wiem czy ma taką opcję, nie używałem go.

@Up

W cookiemonster da się to ustawić i popieram - OtherDrops lepszy do dropu kasy z graczy.

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