Configuration
The plugin uses three main configuration files: config.yml
, droptables.yml
and rewards.yml
.
config.yml
This file contains basic plugin customizable messages. Example configuration:
You can modify these messages to match your server's style. Use '&' for color codes.
droptables.yml
Droptables are collections of rewards that can be randomly selected and given to players. Think of them as loot bags or treasure chests that contain multiple possible rewards, where only some of them will be given each time. Here's how to configure it:
Table Name: Each droptable starts with a unique name (like
CommonLoot
in the example)maxRewards: The maximum number of different rewards that will be given from this table (The actual number might be less depending on probabilities)
Rewards List: Each reward follows this format:
ITEM/COMMAND AMOUNT PROBABILITY TIMES_ALLOWED
rewards.yml
This file defines the rewards for each boss. Here's how to configure it:
Basic Structure:
Reward entry types
a) Vanilla Minecraft Items:
Format: MATERIAL QUANTITY PROBABILITY
MATERIAL: Minecraft material name (e.g., DIAMOND_SWORD, GOLDEN_APPLE)
QUANTITY: Either a fixed number (1) or a range (1-5)
PROBABILITY: Number between 0.0 and 1.0 (1.0 = 100% chance)
b) MythicMobs Items:
Format: MYTHIC_ITEM_ID QUANTITY PROBABILITY
MYTHIC_ITEM_ID: The ID of your MythicMobs item
Other parameters work the same as vanilla items
c) Nexo Items:
Format: nexo:NEXO_ITEM_ID QUANTITY PROBABILITY
NEXO_ITEM_ID: The ID of your Nexo item
Other parameters work the same as vanilla items
d) Console Commands:
Format: cmd:{COMMAND} QUANTITY PROBABILITY
COMMAND: The command to execute (supports PlaceholderAPI)
QUANTITY: How many times the command will be executed, either a fixed number (1) or a range (1-5)
PROBABILITY: Chance of command execution
e) DropTables:
Format: table:DropTableName
DropTableName: The table declared on droptables.yml file
Complete Example:
Configuration Tips
Boss names are case-insensitive but must match your MythicMobs boss IDs
You can define rewards for as many positions as needed
Players in positions without defined rewards won't receive anything
Use ranges (e.g., 1-5) for varying quantities
Lower probabilities (e.g., 0.5) make rewards rarer
Test your configuration with common items before using valuable ones
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