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Creating a Reward

Understanding the Format.

This is a general explanation of what each section means and does.
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# MATERIAL - You know, something like DIAMOND_SWORD.
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# MILESTONE_TYPE - This can either be once or interval.
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# Once are ONE TIME rewards, interval happens every x blocks.
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# AMOUNT - the amount of blocks or kills needed for this reward.
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# REWARD_TYPE - This can either be commands: or enchants:
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#
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# for example:
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# enchants:
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# - sharpness:1
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milestones:
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<MATERIAL>:
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<MILESTONE_TYPE>:
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<AMOUNT>:
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<REWARD_TYPE>:
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- "context"
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These values are for 1.13+. Please use the correct values for anything below.

Diamond Pickaxe Example Reward

Lets make a reward for a diamond pickaxe, that gives a player 100 bucks and efficiency on their pickaxe when they reach 100 blocks.
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milestones:
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DIAMOND_PICKAXE: # <- Material
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once: # <- Since we want to give the player rewards when they hti 100 blocks,
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# we will use once since it's a one time thing.
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100: # <- the 100 blocks we want the player to reach.
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commands: # <- The commands that will run
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- "eco give %player% 100" # <- give the player 100 bucks.
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enchants: # <- the enchantments that will apply to the item
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- "eco give %player% 100" # <- give the tool efficiency.
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Reward That Applies to Every Sword

This time, lets make a reward that applies to every sword available. The reward will give the player $100 for every 50 mobs they kill.
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milestones:
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EVERY_SWORD: # <- EVERY_ keyword.
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interval: # <- Since we want to give the player rewards each time they kill
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# 50 mobs, we will use interval since it's repeating.
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50: # <- the 50 kills we want the player to reach.
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commands: # <- The commands that will run
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- "eco give %player% 100" # <- give the player 100 bucks.
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The EVERY_ keyword will work with most tool types.
Last modified 6mo ago