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[Problem]EQ


kaiwol

Rekomendowane odpowiedzi

Opublikowano

Witam. Mam problem bo gdy ktoś kogoś zabije to ta osoba ktura jest zabita odzyskuje eq na spawnie?

Co mam zrobić?

 

I problem z tym bo jak wejdzie ktoś nowy to go przez 15 min bić nie można.

Plis o szybką odpowiedz.

kaiwol2.png


Opublikowano

1. Chodzi o to że powiedzmy gracz Kai zabije gracza Pio to gracz Pio po odrodzeniu ma eq z kturym walczył przeciwko Kai a Kai nie ma eq Pio.

2.A gdzie mogę to ustawić?

kaiwol2.png


Opublikowano

PvPlevel

pvpdrop

toppvp

essentials

Treasurechest

permissions

worldedit

worldguard

Clearlag

chestshop

combattag

cookiemonster

legendarymessages

iconomy

whithemassage

multiComand

authme

automassage

autosaveworld

fakemcbans

nocheatplus

kaiwol2.png


Opublikowano

Itemy nie wylatują, bo masz plugin PvPDrop. Usuń go, a będzie wylatywać eq.

A niemożliwość zabicia przez plugin CookieMonster, podaj config jego w code a naprawię.

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: 5

#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: 
    Cow:
    Creeper:
        drops: 
        coins: 1-4
        # itemCoins example: bow&arrow give no reward, wooden sword is worth more
        itemCoins:
    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: 
    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: 
        coins: 2-3
    Sheep:
    Skeleton:
        drops: 
        coins: 1-3
    Slime:
        drops:
        coins: 1-2
    Spider:
        drops:
        coins: 0-0
    Squid:
    Zombie:
        drops:
        coins: 0-0
    Wild_Wolf:
        drops:
        coins: -0--0
    Tame_Wolf:
        drops:
        coins: -0--0
    Pet_Wolf:
        # this applies if you kill a wolf that is your own
        drops:
        coins: 
    Enderman:
        drops:
        coins: 0-0
    Silverfish:
        drops:
        coins: 0-0
    Cave_Spider:
        drops:
        coins: 0-0
    Ender_Dragon:
        drops:
        coins: 0-0
    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: 30
        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: ""
    # if the reward is specific to what the user is holding
    itemreward: ""
    # for killing a player
    playerreward: ""
    itemplayerreward: ""
    # for the victim of the attacks
    victimpay: ""
    victimprotection: ""
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: ""
    
    # 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: ""
    # <item>    what used to kill it
    itempenalty: ""
    
    # penalized for killing a player
    # <amount>  how much removed from account
    # <player> name of the player killed
    playerpenalty: ""
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: ""
    # <item>    what used to kill
    itemplayerpenalty: ""
    itemplayercamppenalty: ""
    
    # if cannot afford the penalty for killing the entity
    notafford: ""
    itemnotafford: ""
    
    # if no money rewarded (can be blank for none)
    norewardMonster: ""
    norewardCreature: 
    norewardPlayer:
    # <item>    what used to kill it
    itemnorewardMonster: ""
    itemnorewardCreature: 
    itemnorewardPlayer:


Proszę.

kaiwol2.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: 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: true
    # if the players who die pay the killer (assuming has enough)
    playerPaysReward: true
    # optional multiplier for dropped exp
    expMultiplier: 5

#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: 0
    # 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: 0m
    # 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: 1-4
        # itemCoins example: bow&arrow give no reward, wooden sword is worth more
        itemCoins:
    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: 
    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: 
        coins: 2-3
    Sheep:
    Skeleton:
        drops: 
        coins: 1-3
    Slime:
        drops:
        coins: 1-2
    Spider:
        drops:
        coins: 0-0
    Squid:
    Zombie:
        drops:
        coins: 0-0
    Wild_Wolf:
        drops:
        coins: -0--0
    Tame_Wolf:
        drops:
        coins: -0--0
    Pet_Wolf:
        # this applies if you kill a wolf that is your own
        drops:
        coins: 
    Enderman:
        drops:
        coins: 0-0
    Silverfish:
        drops:
        coins: 0-0
    Cave_Spider:
        drops:
        coins: 0-0
    Ender_Dragon:
        drops:
        coins: 0-0
    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: 30
        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: ""
    # if the reward is specific to what the user is holding
    itemreward: ""
    # for killing a player
    playerreward: ""
    itemplayerreward: ""
    # for the victim of the attacks
    victimpay: ""
    victimprotection: ""
    # this is for when a reward is withheld for suspected spawn camping
    nocampingreward: ""
    
    # 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: ""
    # <item>    what used to kill it
    itempenalty: ""
    
    # penalized for killing a player
    # <amount>  how much removed from account
    # <player> name of the player killed
    playerpenalty: ""
    # penalized for killing a player within the spawn protection
    # <time> spawn protection time (seconds)
    playercamppenalty: ""
    # <item>    what used to kill
    itemplayerpenalty: ""
    itemplayercamppenalty: ""
    
    # if cannot afford the penalty for killing the entity
    notafford: ""
    itemnotafford: ""
    
    # if no money rewarded (can be blank for none)
    norewardMonster: ""
    norewardCreature: 
    norewardPlayer:
    # <item>    what used to kill it
    itemnorewardMonster: ""
    itemnorewardCreature: 
    itemnorewardPlayer:

 

Myślę, że pomogłem. Trochę popatrzyłem i powinno być OK.

Wszystko powinno działać. Jeśli masz jeszcze pytania to śmiało pisz.

343731479829004887779.png

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