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[Problem] CookieMonster


Rekomendowane odpowiedzi

Opublikowano

Czesc! Hello!

 

Mam problem, gdy ktos kogos zabije na mojej mapie, dostanie pieniadze, i dobrze, ale tej osobie (Edit. zabitej) zabiera te pieniadze, jak to naprawic? Moze ktos mi to wytlumaczyc? Prosze o nie odpowiadanie " wgraj "to i owo" bo lepsze " poniewaz chce uzywac tylko i wylacznie tego pluginu. Nagradzam lapkami.

Opublikowano

W configu są dwie opcje i nie wiem która jest ta dobra bo nie mam configu więc musisz przetestować.

 

Jest coś typu "PlayerRewards" i musisz ustawić na 0.

Opublikowano

No ten plugin chyba dziala na takiej zasadzie wiec moze tak jest lepiej bo to motywuje graczy troche zeby zabijac innych :)

:::[Posty]:::


:::[10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100]:::


Opublikowano

Ale naprawde nie ma zadnego sposobu na to? Naprawde? Tak to gra bedzie konczyc sie, na jednym padnieciu, taki diax koles, podejdzie, zabije, nie masz kasy on ma, i tak naprawde na serwerze, bedzie tylko 300 kasy, bo na start ustawilem 30 :D a wiecej niz 10 osob nie wejdzie

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: 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: 1m
# 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:
Cow:
Creeper:
drops:
coins: 0
# itemCoins example: bow&arrow give no reward, wooden sword is worth more
itemCoins:
Charged_Creeper:
drops:
coins: 0
# itemCoins example: bow&arrow give no reward, wooden sword is worth more
itemCoins:
Ghast:
drops:
coins: 0
Giant:
# giant zombie, not very likely to encounter
Monster:
# this is a fake human, not likely to occur
Pig:
PigZombie:
drops:
coins: 0
Sheep:
Skeleton:
drops:
coins: 0
Slime:
drops:
coins: 0
Spider:
drops:
coins: 0
Squid:
Zombie:
drops:
coins: 0
Wild_Wolf:
drops:
coins: 0
Tame_Wolf:
drops:
coins: 0
Pet_Wolf:
# this applies if you kill a wolf that is your own
drops:
coins:
Enderman:
drops:
coins: 0
Silverfish:
drops:
coins: 0
Cave_Spider:
drops:
coins: 0
Ender_Dragon:
drops:
coins: 0
Villager:
drops:
coins: 0
Blaze:
drops:
coins: 0
Mushroom_Cow:
drops:
coins: 0
Magma_Cube:
drops:
coins: 0
Snow_Golem:
drops:
coins: 0
Wild_Ocelot:
Tame_Ocelot:
coins: 0
Pet_Ocelot:
Iron_Golem:
coins: 0
Wither:
coins: 0
Wither_Skeleton:
coins: 0
Bat:
Witch:
coins: 0
MobSpawner:
drops:
coins: 0
Player:
coins: 25-50
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 Jestes nagrodzony &f<amount>&a za zabicie &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 Jestes nagrodzony &f<amount>&a za zabicie gracza &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 wzial &f<amount>&c za twoja smierc"
victimprotection: "&f <player>&a placi &f<amount>&a jako kare za zabicie Ciebie"
# 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 Placisz kare &f<amount>&c za zabicie &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 Placisz kare &f<amount>&c za zabicie gracza &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 Nie mozesz zabic &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:

 

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