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2. First Reward
Navigate to the /plugins/CustomFishing folder and open the rewards.yml file. The following default configuration will be available:
## ================================================================================#
## ------------------------------------------------------------------------------ #
## TOOLS #
## Variables are indicated with $example$ #
## ------------------------------------------------------------------------------ #
## ================================================================================#
#
# LENGTH IN CM
# TIER EXP INCREASE IN PERCENT
Rewards:
'1':
Settings:
Odds: 100
Base-Exp: 1
Tier-Exp-Increase: 1
Min-Length: 10
Max-Length: 100
Display-Item:
Material: player skull
Name: Shrimp
CustomModelData: ''
NBT: '{SkullOwner:{Id:[I;-136113858,1739476752,-1734587434,1470085214],Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZTM5NmQwNWMyNWM2MDZlMWFjZjRkMjEwNTNjNmE4ZjhiOWYyZTRmM2RmYjI4Njc3NDg3NmZiZWYzNTNmYzhkZSJ9fX0="}]}}}'
'2':
Settings:
Odds: 50
Base-Exp: 5
Tier-Exp-Increase: 5
Min-Length: 50
Max-Length: 500
Display-Item:
Material: player skull
Name: Jelly Fish
CustomModelData: ''
NBT: '{SkullOwner:{Id:[I;1530531909,1988838351,-1694938012,2021217404],Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvMWQwNzI3MzJkYjcwZmRhZjBiMmFhZTY3YmM0MTViZTE1MzAwYWIzMzZhMTRmMTk5YTRmNDEzMGRiNDM1NTFhMiJ9fX0="}]}}}'
'3':
Settings:
Odds: 25
Base-Exp: 10
Tier-Exp-Increase: 10
Min-Length: 100
Max-Length: 1000
Display-Item:
Material: player skull
Name: Shark
CustomModelData: ''
NBT: '{SkullOwner:{Id:[I;256567980,523716603,-2038951551,223618077],Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvYjg2ZGYwMWY1MTU1NmJhOGM4ZTc4MWIwYmIwZjhkNjk0OTZiZjQwYTg4NDVhOWEzZDQ1NjYzOGQ5YjI0MmVlNiJ9fX0="}]}}}'
Each reward needs a unique ID. This is the ID which will be used throughout the skript to be able to select the proper item, lores and other settings. This ID has to be numeric and unique. You can't have two identical reward IDs.
For example:
Rewards:
'1':
Settings:
...
Display-Item:
...
The reward settings determine the reward characteristics. You can indicate the odds to catch it, the exp gain, the exp increase per tier and much more. Please reuse the settings format from the default rewards when creating new rewards to avoid formatting mistakes. The minimum and maximum length, together with the fish tier, will determine the value the fish will get in the /fisherman menu. Formula: amount of fish * price per centimeter (config.yml) * length
For example:
Rewards:
'1':
Settings:
Odds: 100
Base-Exp: 1
Tier-Exp-Increase: 1
Min-Length: 10
Max-Length: 100
Display-Item:
...
The display item settings determine which physical item ingame the reward represent. In the default case, the reward is a player skull with a custom skin. Skull skins can be set using the NBT setting. You can fill in the nbt data for the skin here. You can use https://minecraft-heads.com/ for example to find appropriate skull textures. The Custom settig can be used to add CustomModelData to the items. Leave empty (= '') if not used, same holds for NBT values. Additionally, the lore can be customized to your liking. Note: lore is available in config.yml under the Rewards section. You can use the following placeholders inside of your lore:
-
$player$
= the player who caught the fish -
$length$
= the length of the fish -
$tier$
= the tier of the fish
For example:
Rewards:
'1':
Settings:
...
Display-Item:
Material: player skull
Name: Shrimp
CustomModelData: ''
NBT: '{SkullOwner:{Id:[I;-136113858,1739476752,-1734587434,1470085214],Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZTM5NmQwNWMyNWM2MDZlMWFjZjRkMjEwNTNjNmE4ZjhiOWYyZTRmM2RmYjI4Njc3NDg3NmZiZWYzNTNmYzhkZSJ9fX0="}]}}}'
And that is it! Easy right?