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What's Changed
Rewards can now need several skill levels at once (#1, thanks @rexdiey).
Added
- A new
multi-rewardssection. Each reward in it lists any number of skill levels underrequires,
and pays once, at the level up that meets the last one, whichever skill gets there last:
multi-rewards:
acrobatic-miner:
requires:
acrobatics: 10
mining: 20
money: 250
commands:
- "broadcast %player% reached Acrobatics 10 and Mining 20!"A multi-reward can use everything a normal reward can (commands, money, mmocore-xp). In its
commands, %skill% and %level% are the skill that completed it and the level it just reached.
Multi-level jumps count: going from Unarmed 2 to 20 in one go completes a reward that needs Unarmed 10.
- Skill names in
requiresthat mcMMO doesn't know are reported in the console at startup and on
/mcmmorewards reload, so a typo doesn't fail silently. - The startup and reload messages also count multi-rewards.
Good to know
- Like the existing rewards, a multi-reward pays when its last level is reached, not for levels a
player already has. Players who already meet every requirement when you add one don't get it at
join or on reload. - Requirements are mcMMO skills.
Upgrading
Drop in the new jar and restart. 1.2 configs work unchanged; multi-rewards is optional. Your
existing config.yml is not touched, so add a multi-rewards section yourself if you want one
(see the README for the full example).
Tested on Paper 26.3, 1.21.11 and 1.20.6 with mcMMO 2.3.001.
Release Artifact
mcmmorewards-1.3.jar