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Add example job
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@ -482,7 +482,8 @@ public class ConfigManager {
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migrateJobs();
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if (jobFiles.isEmpty()) {
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for (File file : jobsPathFolder.listFiles((dir, name) -> name.toLowerCase().endsWith(".yml"))) {
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for (File file : jobsPathFolder.listFiles((dir, name) -> name.toLowerCase().endsWith(".yml")
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&& !name.toLowerCase().contains("example"))) {
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jobFiles.add(new YmlMaker(jobsPathFolder, file));
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}
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}
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@ -661,7 +662,7 @@ public class ConfigManager {
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ItemStack GUIitem = CMIMaterial.GREEN_WOOL.newItemStack();
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if (jobSection.contains("Gui")) {
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ConfigurationSection guiSection = jobSection.getConfigurationSection("Gui");
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if (guiSection.contains("Item") && guiSection.isString("Item")) {
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if (guiSection.isString("Item")) {
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String item = guiSection.getString("Item");
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String subType = "";
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@ -701,7 +702,6 @@ public class ConfigManager {
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} else
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log.warning("Job " + jobKey + " has an invalid Gui property. Please fix this if you want to use it!");
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if (guiSection.isList("Enchantments")) {
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for (String str4 : guiSection.getStringList("Enchantments")) {
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String[] id = str4.split(":");
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if (GUIitem.getItemMeta() instanceof EnchantmentStorageMeta) {
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@ -711,7 +711,6 @@ public class ConfigManager {
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} else
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GUIitem.addUnsafeEnchantment(CMIEnchantment.getEnchantment(id[0]), Integer.parseInt(id[1]));
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}
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}
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if (guiSection.isString("CustomSkull")) {
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GUIitem = Util.getSkull(guiSection.getString("CustomSkull"));
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File diff suppressed because it is too large
Load Diff
593
src/main/resources/jobs/example.yml
Normal file
593
src/main/resources/jobs/example.yml
Normal file
@ -0,0 +1,593 @@
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# Example job configuration.
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#
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# Edited by roracle to include 1.13 items and item names, preparing for 1.14 as well.
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# Must be one word. This job will be ignored as this is just example of all possible actions.
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exampleJob:
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# full name of the job (displayed when browsing a job, used when joining and leaving)
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# also can be used as a prefix for the user's name if the option is enabled.
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# Shown as a prefix only when the user has 1 job.
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# NOTE: Must be 1 word
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fullname: Woodcutter
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# Shortened version of the name of the job. Used as a prefix when the user has more than 1 job.
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shortname: W
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# The short description of job
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description: Earns money felling and planting trees
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# Full description of job to be shown in job browse command
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FullDescription:
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- "&2Get money for:"
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- " &7Planting trees"
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- " &7Cutting down trees"
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- " &7Killing players"
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# The colour of the name, for a full list of supported colours, go to the message config.
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ChatColour: GREEN
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# [OPTIONAL] The colour of the boss bar: GREEN, BLUE, RED, WHITE, YELLOW, PINK, PURPLE.
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BossBarColour: WHITE
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# Option to let you choose what kind of prefix this job adds to your name.
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# options are: full, title, job, shortfull, shorttitle, shortjob and none
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chat-display: full
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# [OPTIONAL] - the maximum level of this class
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max-level: 10
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# [OPTIONAL] - the maximum level of this class with specific permission
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# use jobs.[jobsname].vipmaxlevel, in this case it will be jobs.exampleJob.vipmaxlevel
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vip-max-level: 20
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# [OPTIONAL] - the maximum number of users on the server that can have this job at any one time (includes offline players).
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slots: 1
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# [OPTIONAL] Soft limits will allow to stop income/exp/point payment increase at some particular level but allow further general leveling.
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# In example if player is level 70, he will get paid as he would be at level 50, exp gain will be as he would be at lvl 40 and point gain will be as at level 60
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# This only applies after players level is higher than provided particular limit.
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softIncomeLimit: 50
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softExpLimit: 40
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softPointsLimit: 60
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# Equation used for calculating how much experience is needed to go to the next level.
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# Available parameters:
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# numjobs - the number of jobs the player has
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# maxjobs - the number of jobs the player have max
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# joblevel - the level the player has attained in the job.
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# NOTE: Please take care of the brackets when modifying this equation.
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leveling-progression-equation: 10*(joblevel)+(joblevel*joblevel*4)
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# Equation used for calculating how much income is given per action for the job level.
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# Available parameters:
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# numjobs - the number of jobs the player has
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# maxjobs - the number of jobs the player have max
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# baseincome - the income for the action at level 1 (as set in the configuration).
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# joblevel - the level the player has attained in the job.
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# NOTE: Please take care of the brackets when modifying this equation.
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income-progression-equation: baseincome+(baseincome*(joblevel-1)*0.01)-((baseincome+(baseincome*(joblevel-1)*0.01)) * ((numjobs-1)*0.05))
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# Equation used for calculating how much points is given per action for the job level.
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# Available parameters:
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# numjobs - the number of jobs the player has
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# maxjobs - the number of jobs the player have max
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# basepoints - the points for the action at level 1 (as set in the configuration).
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# joblevel - the level the player has attained in the job.
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# NOTE: Please take care of the brackets when modifying this equation.
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points-progression-equation: basepoints+(basepoints*(joblevel-1)*0.01)-((basepoints+(basepoints*(joblevel-1)*0.01)) * ((numjobs-1)*0.05))
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# Equation used for calculating how much experience is given per action for the job level.
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# Available parameters:
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# numjobs - the number of jobs the player has
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# maxjobs - the number of jobs the player have max
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# baseexperience - the experience for the action at level 1 (as set in the configuration).
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# joblevel - the level the player has attained in the job.
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# NOTE: Please take care of the brackets when modifying this equation.
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experience-progression-equation: baseexperience-(baseexperience*((numjobs-1) *0.01))
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# Defines how often in seconds player can rejoin this job. Can be bypassed with jobs.rejoinbypass
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rejoinCooldown: 10
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# GUI icon information when using GUI function
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Gui:
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# name of the material
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# You can use the custom player head:
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# Item: player_head
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# CustomSkull: Notch
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Item: LOG:2
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# enchants in the item
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Enchantments:
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- 'DURABILITY:1'
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# Defines maximum amount of daily quests player can have from THIS job
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# This will not have effect on overall quest amount player will have
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maxDailyQuests: 3
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# Daily quests
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# Each job can have as many daily quests as you want
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# Players will have access to quests from jobs he is currently working at
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Quests:
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# Quest identification. Can be any ONE word or number or both of them. This doesn't have any real meaning but it can't repeat.
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first:
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# Quest name used for quests list, don't forget to enclose it with " "
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Name: "Break Oak wood"
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# List of objectives this quest will require for it to count as finished
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# you can have as many objectives as you want
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Objectives:
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# This should be in a format as [actionType];[actionTarget, actionTarget];[amount]
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# [actionType] can be any valid job action. Look lower for all possible action types
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# [actionTarget] can be material name, block type, entity name and so on.
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# - This is defined in same way as any generic payable job action.
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# - You can use multiple names separated by commas "," to avoid creating many rows.
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# [amount] is how many times player should perform this action to complete quest
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- Break;oak_log;300
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- Place;stone,cobblestone;5
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# Command list to be performed after quest is finished.
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# Use [playerName] to insert players name who finished that quest
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RewardCommands:
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- "eco give [playerName] 500"
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- "msg [playerName] Completed quest!"
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# Quest description to be used to explain quest requirements or rewards for player
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RewardDesc:
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- "Break 300 Oak wood"
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- "Get 500 bucks for this"
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# Restricted areas to do not get income in quest in the player current location
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RestrictedAreas:
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- "Arenas"
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- "myarena"
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# Defines chance in getting this quest.
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# If you have set 10 quests and player can have only 2, then quests with biggest chance will be picked most likely
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# This will allow to have some rare quests with legendary rewards
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Chance: 40
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# Defines to which job level you want to give out this quest.
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# Keep in mind that player will keep quest even if he is over level limit if he got new one while being under
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# In example: player with level 2 takes quests and levels up to level 5, he still can finish this quest and after next quest reset (check general config file)
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# he will no longer have option to get this quest
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toLevel: 5
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# Defines from which level you want to give option to get this quest
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# You can use both limitations to have limited quests for particular job level ranges
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fromLevel: 3
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second:
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Name: "Zombie killer"
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Objectives:
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- Kill;Zombie;50
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RewardCommands:
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- "eco give [playerName] 2000"
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- "msg [playerName] Completed quest!"
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RewardDesc:
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- "Kill 50 zombies"
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- "Get 2000 for this!"
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third:
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Name: "Strip logs"
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Objectives:
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- "StripLogs;stripped_birch_log;25"
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- "StripLogs;stripped_acacia_log;25"
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RewardCommands:
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- "msg [playerName] Completed quest!"
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RewardDesc:
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- "Strip 25 birch and acacia logs each!"
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########################################################################
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# Section used to configure what items the job gets paid for, how much
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# they get paid and how much experience they gain.
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#
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# For break and place, the block name or id is used.
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# You can select a sub-type by using a '-' between the id and the bit
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# value for the sub-type. e.g LOG-0 = usual log, LOG-2 = birch log
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# 17-2 = birch log.
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#
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# If no sub-type is give, the payout will be for all sub-types.
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#
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# To get a list of all available block types, check
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# https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
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#
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# For kill tags (Kill and custom-kill), the name is the name of the
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# entity.
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# To get a list of all available entity types, check
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# https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/EntityType.html
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#
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# For custom-kill, it is the name of the job (case sensitive).
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#
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# NOTE: If a job has both the pay for killing a player and for killing a
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# specific class, they will get both payments.
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########################################################################
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# payment for breaking a block
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Break:
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# block name/id (with optional sub-type)
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log:
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# base income, can be not used if using point system
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income: 5.0
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# base points, can be not used if using income system
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points: 5.0
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# base experience
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experience: 5.0
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# (OPTIONAL) from which level of this job player can get money for this action
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# if not given, then player will always get money for this action
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# this can be used for any action
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from-level: 1
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# (OPTIONAL) until which level player can get money for this action.
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# if not given, then there is no limit
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# this can be used for any action
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until-level: 30
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# (OPTIONAL) Soft limits will allow to stop income/exp/point payment increase at some particular level but allow further general leveling.
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# In example if player is level 70, he will get paid as he would be at level 50, exp gain will be as he would be at lvl 40 and point gain will be as at level 60
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# This only applies after players level is higher than provided particular limit.
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softIncomeLimit: 50
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softExpLimit: 40
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softPointsLimit: 60
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gravel:
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# you can use minuses to take away money if the player break this block
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income: -1.0
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experience: -1.0
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# you can use "-all" sub name to specify if we detect all wool colours
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wool-all:
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income: 2.0
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points: 1.0
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experience: 1.0
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log-all:
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income: 1.0
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points: 1.0
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experience: 1.0
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white_banner-all:
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income: 1.0
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points: 1.0
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experience: 1.0
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# Payment for collecting things like sweet berry bush, composter or honey
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Collect:
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sweet_berry_bush-3:
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income: 0.5
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points: 0.5
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experience: 0.5
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composter:
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income: 1.5
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points: 1.5
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experience: 1.5
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beehive-5:
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income: 2.5
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points: 2.5
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experience: 2.5
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bee_nest-5:
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income: 2.5
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points: 2.5
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experience: 2.5
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# Payment for cooking raw foods
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Bake:
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beef:
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income: 1.0
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experience: 1.0
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porkchop:
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income: 0.5
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points: 0.4
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# payment for stripping wood logs, only for 1.13+ servers
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StripLogs:
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stripped_acacia_log:
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income: 1.0
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points: 1.0
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experience: 1.0
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stripped_oak_log:
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income: 1.0
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points: 1.0
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experience: 1.0
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# payment for breaking a block with tnt
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TNTBreak:
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log:
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income: 5.0
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points: 5.0
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experience: 5.0
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# payment for placing a block
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Place:
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# You can use list of materials to simplify adding each materials one by one
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# Remember that you should separate the income, points and exp with ";"
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materials:
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- sapling;1.0;1.0;1.0
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- wood;2.0;1.0
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- stone;0.1
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# Payment for trading with a villager. Checks results only
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VTrade:
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emerald:
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income: 1.0
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points: 1.0
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experience: 2.0
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# you can add enchanted book with sub-id
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enchanted_book-12:
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income: 1.0
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experience: 2.0
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# Payment for killing any type of living entity
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Kill:
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Player:
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income: 7.5
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experience: 7.5
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# Payment for killing a MythicMob
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MMKill:
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CustomNameHere:
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income: 7.5
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experience: 7.5
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# Killing player with certain job
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custom-kill:
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Woodcutter:
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income: 10.0
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experience: 10.0
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# Taming animals
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Tame:
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Wolf:
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income: 2.0
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experience: 5.0
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# Breeding animals
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Breed:
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Wolf:
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income: 2.0
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experience: 5.0
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# Eating food
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Eat:
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cooked_rabbit:
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income: 5
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experience: 5
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baked_potato:
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income: 5
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experience: 5
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# Milking cows
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Milk:
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Cow:
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income: 2.0
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experience: 5.0
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MushroomCow:
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income: 5.0
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experience: 10.0
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# Shear sheeps by its color
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# You can use "color-all" identifier to specify all known colors.
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Shear:
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Black:
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income: 2.0
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experience: 5.0
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Blue:
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income: 2.0
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experience: 5.0
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Brown:
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income: 2.0
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experience: 5.0
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Cyan:
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income: 2.0
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experience: 5.0
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Gray:
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income: 2.0
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experience: 5.0
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Green:
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income: 2.0
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experience: 5.0
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Light_Blue:
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income: 2.0
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experience: 5.0
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Lime:
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income: 2.0
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experience: 5.0
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Magenta:
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income: 2.0
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experience: 5.0
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Orange:
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income: 2.0
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experience: 5.0
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Pink:
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income: 2.0
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experience: 5.0
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Purple:
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income: 2.0
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experience: 5.0
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Red:
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income: 2.0
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experience: 5.0
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Light_Gray:
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income: 2.0
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experience: 5.0
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White:
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income: 2.0
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experience: 5.0
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Yellow:
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income: 2.0
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experience: 5.0
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# dyeing armor
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Dye:
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leather_boots:
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income: 1.0
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experience: 1.0
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leather_chestplate:
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income: 1.0
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experience: 1.0
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leather_helmet:
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income: 1.0
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experience: 1.0
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leather_leggings:
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income: 1.0
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experience: 1.0
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351:
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income: 1.0
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experience: 1.0
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# Catching fish
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Fish:
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raw_fish:
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income: 20.0
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experience: 25.0
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# If you are using below version 1.13
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legacy_raw_fish:
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income: 20.0
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experience: 25.0
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# Repairing items
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Repair:
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wood_sword:
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income: 1.0
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experience: 1.0
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iron_sword:
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income: 2.0
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experience: 2.0
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# Crafting items
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Craft:
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wood_sword:
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income: 1.5
|
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experience: 3.0
|
||||
leather_boots:
|
||||
income: 1.0
|
||||
experience: 6.0
|
||||
# Add ! at front when you want to pay for crafted items with special names. Always use double quotation marks, same as example
|
||||
"!Healing Bandage":
|
||||
income: 1.0
|
||||
experience: 6.0
|
||||
# If you add ":" after the tipped_arrow then you can use effect names like in example
|
||||
tipped_arrow:slowness:
|
||||
income: 3.0
|
||||
points: 3.0
|
||||
# Smelting ores
|
||||
Smelt:
|
||||
iron_ingot:
|
||||
income: 2.0
|
||||
experience: 8.0
|
||||
gold_ingot:
|
||||
income: 4.5
|
||||
experience: 12
|
||||
# Enchanting items
|
||||
Enchant:
|
||||
wood_sword:
|
||||
income: 1.5
|
||||
experience: 3.0
|
||||
leather_boots:
|
||||
income: 1.0
|
||||
experience: 6.0
|
||||
# Or/and you can give money for each enchantment they got
|
||||
DIG_SPEED-1:
|
||||
income: 3.0
|
||||
experience: 10.0
|
||||
DIG_SPEED-2:
|
||||
income: 6.0
|
||||
experience: 20.0
|
||||
# Brewing potions
|
||||
Brew:
|
||||
nether_stalk:
|
||||
income: 5.0
|
||||
experience: 3.0
|
||||
redstone:
|
||||
income: 5.0
|
||||
experience: 3.0
|
||||
# Explore options. Each number represents players number in exploring that chunk
|
||||
# 1 means that player is first in this chunk, 2 is second and so on, so you can give money not only for first player who discovers that chunk
|
||||
Explore:
|
||||
1:
|
||||
income: 5.0
|
||||
experience: 5.0
|
||||
2:
|
||||
income: 2.5
|
||||
experience: 2.5
|
||||
3:
|
||||
income: 1.0
|
||||
experience: 1.0
|
||||
4:
|
||||
income: 0.5
|
||||
experience: 0.5
|
||||
5:
|
||||
income: 0.1
|
||||
experience: 0.1
|
||||
# permissions granted for joining class
|
||||
permissions:
|
||||
# example node
|
||||
# Any name can be accepted
|
||||
firstNode:
|
||||
# true to give, false to revoke
|
||||
value: true
|
||||
|
||||
# The permission node
|
||||
permission: "aaaaaatest.node"
|
||||
|
||||
# minimum level needed to grant permission. Use 0 for all levels
|
||||
level: 0
|
||||
secNode:
|
||||
value: true
|
||||
permission: "aaaaaatest.node2"
|
||||
# Permission granted when reaching level 10
|
||||
level: 10
|
||||
|
||||
# Permissions granted when particular conditions are meet
|
||||
conditions:
|
||||
# Condition name, irrelevant, you can write anything in here
|
||||
first:
|
||||
requires:
|
||||
# j marks that player should have particular jobs level and higher
|
||||
- j:Miner-50
|
||||
- j:Digger-50
|
||||
# p marks permission requirement
|
||||
- p:essentials.notnoob
|
||||
|
||||
perform:
|
||||
# p marks permission, player will get if given true value, if used false, permission will be taken
|
||||
- p:essentials.fly-true
|
||||
|
||||
# Commands executed when player reached level
|
||||
commands:
|
||||
# command name, just to have better idea what this do
|
||||
fly:
|
||||
# Command its self, this will be executed from console, so all commands should work
|
||||
# Possible variables are: [player] [jobname] [oldlevel] [newlevel]
|
||||
command: manuaddp [player] essentials.fly
|
||||
|
||||
# When to execute this command first time
|
||||
levelFrom: 100
|
||||
|
||||
# Until when to do this command
|
||||
# This can be set to same level as levelFrom, so this command will be executed only once
|
||||
levelUntil: 100
|
||||
|
||||
kit:
|
||||
command:
|
||||
- manuaddp [player] essentials.kits.woodcutter
|
||||
- msg [player] Now you can use woodcutter kit!
|
||||
|
||||
levelFrom: 150
|
||||
levelUntil: 150
|
||||
|
||||
# World list in which this job will not work. World name should be exact
|
||||
world-blacklist:
|
||||
- plotworld
|
||||
- teamworld
|
||||
|
||||
# Limit item use to jobs level
|
||||
limitedItems:
|
||||
# Just name, don't have any impact
|
||||
firstOne:
|
||||
# Tool/Weapon id. Works for any interact action.
|
||||
id: 278
|
||||
|
||||
# Level of this job player can start using this item
|
||||
level: 5
|
||||
|
||||
# (optional) Items name, option to use color codes
|
||||
name: '&8Miner Pickaxe'
|
||||
|
||||
# (optional) Item lore, again can come with color codes
|
||||
lore:
|
||||
- '&eBobs pick'
|
||||
- '&710% bonus XP'
|
||||
|
||||
# (optional) Item enchantments, all enchantment names can be found https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html
|
||||
# enchant level can increase with jobs level to give best RPG experience
|
||||
enchants:
|
||||
- DAMAGE_ALL=1
|
||||
- FIRE_ASPECT=1
|
||||
|
||||
cmd-on-join:
|
||||
- 'msg [name] Thx for joining this job!'
|
||||
- 'msg [name] Now start working and get money from [jobname] job!'
|
||||
cmd-on-leave:
|
||||
- 'msg [name] You have left this awesome [jobname] job'
|
||||
- 'msg [name] See you soon!'
|
@ -1,3 +1,7 @@
|
||||
# This is default job players will have if they didn't joined any
|
||||
# When players join any job, they will lose access to this one
|
||||
# You can set this to give out some money for basic actions, like killing players or breaking some blocks but job will not be visible and you can't level it up
|
||||
# leveling-progression-equation and experience-progression-equation doesn't have any impact for this job
|
||||
None:
|
||||
fullname: None
|
||||
shortname: N
|
||||
|
Loading…
Reference in New Issue
Block a user