Bonjour, bonsoir à tous.
J'ai un petit soucis qui m'agace un peu. J'ai suivis un petit tutoriel pour configurer mon plugin CookieMonster mais voila qu'il est désactivé dans la liste des plugins. Surement une erreur de ma part, mais j'ai beau regardé je ne la trouve pas. Donc je vous envoi ma configuration, en espérant que vous ne serrez pas trop indulgeant
Merci d'avance de vos réponses qui seront, je pense, très utile.
Sur ce, bonne continuation à tous.
J'ai un petit soucis qui m'agace un peu. J'ai suivis un petit tutoriel pour configurer mon plugin CookieMonster mais voila qu'il est désactivé dans la liste des plugins. Surement une erreur de ma part, mais j'ai beau regardé je ne la trouve pas. Donc je vous envoi ma configuration, en espérant que vous ne serrez pas trop indulgeant
Code:
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(ours) 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@1%10, 288@2%70
Cow:
Creeper:
drops: 2256@1%.5, 289@4%80
coins: 1-3
# 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: 2-4
# itemCoins example: bow&arrow give no reward, wooden sword is worth more
itemCoins: "261>0, 268>5-16"
Ghast:
drops: 348@3%10
coins: 3-5
Giant:
drops: 364@2%10
coins: 4-5
# giant zombie, not very likely to encounter
Monster:
# this is a fake human, not likely to occur
Pig:
PigZombie:
drops: 320@2%50, 283@1%2
coins: 2-4
Sheep:
Skeleton:
drops: 261@1%10, 262@4%80
coins: 1-3
Slime:
drops: 351:10@1%10
coins: 1-2
Spider:
drops: 30@1%5
coins: 1-2
Squid:
Zombie:
drops: 301@1%1, 300@1%1, 299@1%1, 298@1%1
coins: 1-2
Wild_Wolf: 352@1%10
drops:
coins: 1-2
Tame_Wolf: 352@1%10
drops:
coins: 1-2
Pet_Wolf:
drops:
coins:-10--20
Enderman:
drops: 274@1%2
coins: 2-3
Silverfish:
drops: 318@1%10
coins: 1-2
Cave_Spider:
drops: 30@1%10
coins: 2-3
Ender_Dragon:
drops: 322@5%100
coins: 500-800
Villager:
drops:
coins: -50--60
Blaze:
drops: 351:11@1%10
coins: 2-4
Mushroom_Cow:
drops:
coins: -10--20
Magma_Cube:
drops: 382@1%3
coins: 1-2
Snow_Golem:
drops: 332@5%10
coins: 5-7
Wild_Ocelot:
drops: 352@1%10
coins: 1-2
Tame_Ocelot:
drops: 352@1%10
coins: 1-2
Pet_Ocelot:
drops:
coins: -10--20
Iron_Golem:
drops: 265@5%20
coins: 10-15
Wither:
drops: 351:8@1%10
coins: 10-20
Wither_Skeleton:
coins: 2-4
Bat:
Witch:
coins: 10-20
MobSpawner:
drops:
coins: -5--10
Player:
drops:
coins: 5-10
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 Vous avez gagne &f<amount>&a pour avoir tue &f<monster>"
# if the reward is specific to what the user is holding
itemreward: "&a Vous avez gagne &f<amount>&a pour avoir tue &f<monster>&a avec un/une &f<item>"
# for killing a player
playerreward: "&a Vous avez gagne &f<amount>&a pour avoir tue &f<player>"
itemplayerreward: "&a Vous avez gagne &f<amount>&a pour avoir tue &f<player>&a avec un/une &f<item>"
# for the victim of the attacks
victimpay: "&f<player>&a vous a pris &f<amount>&a quand vous etes morts"
victimprotection: "&f<player>&a vous a paye &f<amount>&a pour vous avoir tue"
# this is for when a reward is withheld for suspected spawn camping
nocampingreward: "&a Il n'y a plus de recompenses à gagner ici... Revenez plus tard"
# 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: "&a Vous avez ete penalise de &f<amount>&a pour avoir tue &f<monster>"
# <item> what used to kill it
itempenalty: "&a Vous avez ete penalise de &f<amount>&a pour avoir tué &f<monster>&a avec un/une &f<item>"
# penalized for killing a player
# <amount> how much removed from account
# <player> name of the player killed
playerpenalty: "&a Vous avez ete penalise de &f<amount>&a pour avoir tue &f<player>"
# penalized for killing a player within the spawn protection
# <time> spawn protection time (seconds)
playercamppenalty: "&a Vous avez ete penalise de &f<amount>&a pour avoir tue &f<player>&a durant sa periode de protection"
# <item> what used to kill
itemplayerpenalty: "&a Vous avez ete penalise de &f<amount>&a pour avoir tue &f<player>&a avec un/une &f<item>&f durant sa periode de protection"
itemplayercamppenalty: "&a Vous avez ete penalise de &f<amount>&a pour avoir tue &f<player>&a avec un/une &f<item>&f durant sa periode de protection"
# if cannot afford the penalty for killing the entity
notafford: "&a Vous ne pouvez pas tuer &f<monster>"
itemnotafford: "&a Vous ne pouvez pas tuer &f<monster>&a avec un/une &f<item>"
# if no money rewarded (can be blank for none)
norewardMonster: "&a Vous n'avez rien reçu pour avoir tue &f<monster>"
norewardCreature:
norewardPlayer:
# <item> what used to kill it
itemnorewardMonster: "&a Vous n'avez rien reçu pour avoir tue &f<monster>&a avec un/une &f<item>"
itemnorewardCreature:
itemnorewardPlayer:
Merci d'avance de vos réponses qui seront, je pense, très utile.
Sur ce, bonne continuation à tous.