Re-Purchasable Reward

Reward that can be bought repeatedly

Basically the same as Purchasable Reward, but the reward can be collected repeatedly, even with cooldown:

  • cooldown[number] - specified in hours, this attribute indicates how long it takes for the reward to become available again

  • cooldown-format [text] - the format that is subsequently used in the placeholder for the cooldown of this reward

  • cooldown-general-format [text] - is used for the placeholder where the reward cooldown is formatted in %days%, %hours% and %minutes%. For example, if a reward has a cooldown of 2 days, it will return 2 for %days%, 48 for %hours% and 2880 for %minutes%

  • available-after-first-join [true/false] - specifies whether the reward is available on the player's first join or not, and forces the player to wait until the specified cooldown has ended.

Example configuration

# Decides if rewards will be claimable.
enabled: true
type: re_purchasable_reward
#
# Reward tag
#
tag: Re-Purchasable Reward
#
# (Optional) Permission which player must have to be
# able to obtain this reward.
#
permission: ultimaterewards.exampleRePurchasableReward
# When will the reward be available again
# after claiming (number is in hours - 24 hours)
cooldown: 24
#
# Format which will be used to show the
# general cooldown of this reward.
#
cooldown-general-format: "%hours% hours"
#
# Format of the cooldown that will be displayed
# when using the %cooldown% placeholder in reward GUIs.
#
cooldown-format: '%hours%:%minutes%:%seconds%'
# Make the reward available for the player
# after their first join on the server.
available-after-first-join: false
# Notifies players that the reward is currently available
live-reminder-enabled: true
#
# Which economy plugin to use.
# Available options:
#   Experience - will use player exp
#   Vault
#   TokenManager
#   PlayerPoints
#
economy: Experience
#
# Required balance to buy this reward.
#
price: 160 # 160 experience = 10 levels (table with levels you can find here:
#                                        https://minecraft.fandom.com/wiki/Experience#Leveling_up)
#
# NOTE THAT ITEM & SOUND NAMES ARE SLIGHTLY DIFFERENT BETWEEN >1.12 & 1.13< VERSIONS!
# SO MAKE SURE YOU ARE USING VALID ITEM NAMES (DEFAULT ONE ARE USED FROM 1.13+ VERSIONS)
# OTHERWISE WILL BE REPLACED BY STONE IF INVALID NAME IS IN USE.
#
# When player achieves the required amount of money,
# this version of reward item is displayed in the inventory:
#
available-item: "LIME_DYE"
available-display-name: "&a&lRE-PURCHASABLE REWARD"
available-lore:
  - "&7You have enough experience"
  - "&7to obtain this reward!"
  - " "
  - "&7Can be obtained every &f%cooldown%"
  - " "
  - "&7Contains:"
  - "&e 12x Gold Ingot"
  - "&e 32x Carrot"
  - " "
  - "&b► Click to claim for %amount% EXP"
#
# Whereas the player doesn't have enough required balance,
# this version of reward item is displayed in the inventory:
#
unavailable-item: "RED_DYE"
unavailable-display-name: "&c&lRE-PURCHASABLE REWARD"
unavailable-lore:
  - "&7You need to collect"
  - "&7enough experience to be able obtain"
  - "&7this reward!"
  - " "
  - "&7Contains:"
  - "&7 12x Gold Ingot"
  - "&7 32x Carrot"
  - " "
  - "&4► Requires another %amount% EXP"
#
# When the player has already claimed this reward:
#
claimed-item: "GRAY_DYE"
claimed-display-name: "&C&lRE-PURCHASABLE REWARD"
claimed-lore:
  - "&cContains:"
  - "&c &m12x Gold Ingot"
  - "&c &m32x Carrot"
  - " "
  - "&c You can purchase it for &4%amount% EXP"
  - "&c again in &4%cooldown%"
#
# When the player doesn't have permission for this reward,
# the following properties will be shown.
#
no-permission-item: BARRIER
no-permission-display-name: "&c&l&mRE-PURCHASABLE REWARD"
no-permission-lore:
  - "&c ✕ Locked, requires"
  - "&c   %permission% permission"
#
# Commands list that will be executed after the player
# obtains this reward.
# All available actions can be found at
# https://revivalo.gitbook.io/ultimaterewards/
#
# Format: () - optional value | [] - required value
#   [<actionType>] (<chance>):<command>
#
# Examples:
#   - [console] 50:give %player% diamond 1
#       - this command will have a 50%
#         execution chance due to its property value
#
#   - [message] "&aYou have claimed your %type% reward!"
#       - this action will send the player a message
#         with the defined content
#
# You can also use the random placeholders
# from the randoms.yml file and use them in commands.
# Example:
#   - give %player% iron_ingot %exampleRandom%
#       - the placeholder will be replaced by
#         a random number from the defined interval in randoms.yml
#
actions:
  - '[console] give %player% carrot 32'
  - '[console] give %player% gold_ingot 12'
  - '[console] say %player% claimed his %type% reward!'
  #  - '[actionbar] &aSuccessfully claimed!' # MenuAction bar can be used only from 1.12 versions!
  - '[title] &aClaimed'
  - '[subtitle] &aReward %type%'

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