Reward
โ๏ธ Reward Configuration Guide
This section explains how to configure an individual reward in TheRewards plugin using a .yml file.
Each reward is defined in its own YAML file located in the plugin's reward folder. Below is a full breakdown of the configuration fields.
๐ Basic Information
name
Unique identifier for the reward.
countdown
Time in seconds before the player can claim the reward again.
oneTime
If true, the reward can only be claimed once per player.
update
If true, the GUI item will refresh automatically when the reward state changes.
requiredSlots
Amount of free inventory slots needed to claim the reward. Use -1 to ignore.
๐ Permission Requirement
require_permission:
enabled: true
permission: rewards.example
message: '&cYou need permission to claim this reward.'๐จ GUI Position
slot
Inventory slot number (or multiple separated by commas: 1,2,3).
page
GUI page where the reward appears.
โ
Requirements (Conditions)
Requirements define whether the player can claim the reward. All comparisons are done using PlaceholderAPI values.
๐ Available Conditions
==
Equals (number only)
"%vault_eco_balance%" == 1000
!=
Not equal (number and text)
"%player_name%" != "Steve"
>=
Greater than or equal (number only)
"%statistic_hours_played%" >= 10
>
Greater than (number only)
"%player_level%" > 30
<=
Less than or equal (number only)
"%player_level%" <= 5
<
Less than (number only)
"%vault_eco_balance%" < 100
=
Equals (text only)
"%luckperms_primary_group%" = "vip"
<-
Contains (text only)
"%player_name%" <- "xShyo"
|-
Starts with (text only)
%player_name%" |- "B_"
-|
Ends with (text only)
%player_name%" -| "_"
๐ Example Block
๐ ๏ธ Actions on Claim
Actions define what happens when a reward is claimed. You can mix as many as you want. They run in order.
๐ฆ List of All Available Actions
[command]
Executes a command as console
[command] eco give {player} 500
[player]
Executes a command as player
[player] /spawn
[message]
Sends a private message
[message] &aReward claimed!
[broadcast]
Sends a global message
[broadcast] &e{player} claimed a reward!
[sound]
Plays a sound to the player
[sound] ENTITY_PLAYER_LEVELUP;1.0f;1.0f
[title]
Displays a title
[title] &aCLAIMED;&fReward received;10;20;10
[actionbar]
Shows actionbar message
[actionbar] &eYou got 10 coins!
[close]
Closes the player's inventory
[close]
[minimessage]
Sends MiniMessage to the player
[minimessage] <green>You claimed a reward!</green>
[minibroadcast]
Broadcasts MiniMessage globally
[minibroadcast] <gold>{player}</gold> claimed <green>VIP reward</green>
[chance=x]
Sets a probability for the following action(s)
[chance=50] [command] say Lucky player!
[log]
It will display a message on the server backend.
[log] server log
[firework]
Launches a firework with the desired configuration
[firework] colors=RED,BLUE;fade=WHITE;type=BALL_LARGE;power=2;flicker=true;trail=true
[permission]
Adds permissions to the player (Requires Vault)
[permission] server.permission
[!permission]
Remove player permissions (Requires Vault)
[!permission] server.permission
[opcommand]
Execute a command like op (Not recommended to use)
[opcommand] gamemode creative
[previouspage]
Now you can advance to the previous page by creating a button in the custom items section.
[previouspage]
[nextpage]
Now you can advance to the next page by creating a button in the custom items section.
[nextpage]
๐ Use
{player}to reference the player's name. โฑ You can delay actions using<delay=ticks>(e.g. 20 ticks = 1 second).
๐ Example Block
๐ฆ GUI Item States
Each item state shows differently based on the reward status:
available
When reward is claimable
incountdown
When waiting for cooldown
permission
When player lacks permission
onetime
When the reward is already claimed (one-time)
locked
When player doesnโt meet requirements
Each section includes:
You can use placeholders like
{state},{requirements},{countdown}in lore.
๐ Example Template
Hereโs a basic reward structure to copy:
Need help building conditions or actions? Join our Discord or open an issue!
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