Rewards
Rewards
Dungeon completion grants reward chests based on completion time. The default Core system opens a reward GUI; Premium can replace this with roulette-style spins.
Reward Tiers
rewards:
solo-tiers:
300: 3
600: 2
1200: 1
party-tiers:
240: 3
500: 2
1000: 1
The key is completion time in seconds. The value is the number of reward chests or spins.
rewards.tiers is supported as a backward-compatible fallback for solo tiers.
Reward Pool
rewards:
pool:
reward_1:
type: "ITEM"
value: "DIAMOND:3-8"
chance: 50.0
name: "<b#fbff00>Shiny Diamonds"
lore:
- "<gray>A bright reward."
| Key | Meaning |
|---|---|
type |
Reward processor type. |
value |
Raw reward value. |
chance |
Weight/chance used during reward selection. |
name |
Display name in reward UI/messages. |
lore |
Optional reward lore. |
Built-In Reward Types
COMMAND
Runs a console command. %player% is replaced with the receiving player name, and PlaceholderAPI placeholders are parsed if PlaceholderAPI is installed.
type: "COMMAND"
value: "eco give %player% 1000"
chance: 100.0
name: "<green>$1,000 Cash"
ITEM
Gives a vanilla item.
type: "ITEM"
value: "DIAMOND:3-8"
MMOITEM
Gives an MMOItems item.
type: "MMOITEM"
value: "SWORD:SILVER_LANCE:1"
LIFE_ITEM
Gives a configured Soul Crystal.
type: "LIFE_ITEM"
value: "1"
COOLDOWN_RESET
Gives a cooldown reset ticket.
type: "COOLDOWN_RESET"
value: "1"
COOLDOWN_REDUCE
Gives a cooldown reduction ticket.
type: "COOLDOWN_REDUCE"
value: "300:1"
Format:
<seconds>:<amount>
MYTHIC_ITEM, Premium
Premium registers MythicMobs items as rewards.
type: "MYTHIC_ITEM"
value: "MythicItemInternalName:1"
Item Data Formats
Core item providers understand:
MATERIAL:AMOUNT
MATERIAL:MIN-MAX
KEY:<key_id>:<amount>
LIFE_ITEM:<amount>
COOLDOWN_RESET:<amount>
COOLDOWN_REDUCE:<seconds>:<amount>
MMOITEMS:<type>:<id>:<amount>
Premium adds:
MYTHIC_ITEM:<internal_name>:<amount>
Safe Item Delivery
The API gives items safely:
- Adds items to inventory when possible.
- Drops overflow if the inventory is full.
- Avoids dropping items inside temporary dungeon worlds when a safer saved location exists.