This is a general explanation of what each section means and does.
# MATERIAL - You know, something like DIAMOND_SWORD.# MILESTONE_TYPE - This can either be once or interval. # Once are ONE TIME rewards, interval happens every x blocks.# AMOUNT - the amount of blocks or kills needed for this reward.# REWARD_TYPE - This can either be commands: or enchants:## for example:# enchants:# - sharpness:1milestones:<MATERIAL>:<MILESTONE_TYPE>:<AMOUNT>:<REWARD_TYPE>: - "context"
These values are for 1.13+. Please use the correct values for anything below that version.
Diamond Pickaxe Example Reward
Lets make a reward for a diamond pickaxe, that gives a player 100 bucks and efficiency on their pickaxe when they reach 100 blocks.
milestones:DIAMOND_PICKAXE:# <- Materialonce:# <- Since we want to give the player rewards when they hti 100 blocks,# we will use once since it's a one time thing.100:# <- the 100 blocks we want the player to reach.commands:# <- The commands that will run - "eco give %player% 100"# <- give the player 100 bucks.enchants:# <- the enchantments that will apply to the item - effeciency:1# <- give the tool efficiency.
Reward That Applies to Every Sword
This time, lets make a reward that applies to every sword available. The reward will give the player $100 for every 50 mobs they kill.
milestones:EVERY_SWORD:# <- EVERY_ keyword.interval:# <- Since we want to give the player rewards each time they kill # 50 mobs, we will use interval since it's repeating.50:# <- the 50 kills we want the player to reach.commands:# <- The commands that will run - "eco give %player% 100"# <- give the player 100 bucks.
The EVERY_ keyword will work with most tool types.