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MCMMORewards 1.3

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@DefectiveVortex DefectiveVortex released this 14 Oct 14:22

What's Changed

Rewards can now need several skill levels at once (#1, thanks @rexdiey).

Added

  • A new multi-rewards section. Each reward in it lists any number of skill levels under requires,
    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 requires that 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