economy.yml¶
The economy: starting balance, ceiling, currency, and /pay.
How it plays: read the guide
Every example on this page is taken from the shipped economy.yml. Changes apply with /hcf reload.
Balances¶
economy.yml
# Turning this off disables balances, /pay, /eco and the team bank commands.
enabled: true
# Balance a player starts with. Nothing is written to the database until their
# balance actually changes, so this costs no storage for players who never earn.
starting-balance: 100.0
# Ceiling per account. 0 = no ceiling.
# A credit that would cross it is refused rather than clamped, so money is never
# silently destroyed.
maximum-balance: 0.0
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
Balances, /pay, /eco and the team bank commands; Vault reports the economy disabled when off |
starting-balance |
100.0 |
What a player starts with |
maximum-balance |
0.0 |
A ceiling per account; 0 for none. A credit over it is refused, never clamped |
Currency¶
economy.yml
currency:
# Shown before an amount: $1,234.50
symbol: "$"
# Used when the amount is named rather than symbolised: "1 dollar", "2 dollars".
singular: "dollar"
plural: "dollars"
| Key | As shipped | What it does |
|---|---|---|
symbol |
$ |
Shown before an amount: $1,234.50 |
singular, plural |
dollar, dollars |
Used where an amount is named |
/pay¶
economy.yml
pay:
# Player-to-player transfers (/pay). Can be turned off without disabling the
# rest of the economy.
enabled: true
# Smallest transfer allowed, to stop 0.01 spam.
minimum-amount: 1.0
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
/pay, on its own |
minimum-amount |
1.0 |
The smallest transfer |
Shop¶
economy.yml
# Where players buy and sell for money: signs that staff place (at spawn, as a
# rule), the /shop menu, or both. Only plain items are counted and taken - a
# renamed or enchanted stack is never sold by mistake.
shop:
# false: no shop at all - no /shop, signs inert. /shop is then left to another
# shop plugin, if the server has one: the name goes to its /shop.
enabled: true
# signs, menu or both.
mode: both
# A shop sign, written by staff (hcfcore.economy.shop.admin):
# [Buy] or [Sell]
# 16 how many per trade (1-64)
# Ender Pearl the item
# 80 the price of those 16
# A right click trades one lot; sneaking, a stack's worth (buy) or all you hold (sell).
signs:
buy-header: "[Buy]"
sell-header: "[Sell]"
# /shop: the shelves below; a click opens one. Each has its name, the item that
# stands for it, and its items: amount per trade, then buy and sell prices for
# that amount - 0 for "not offered". Left click buys, right click sells. (A plain
# "items:" list under menu, without categories, is one shelf of its own.)
#
# Priced on a kill being worth 10 (kill-reward below): 16 diamonds sell for five
# kills, a stack of pearls costs eight. Ores come in; what a fight, a base and a
# brewing stand use goes out. The shop never buys back what it sells, so nothing
# can be bought and sold at a profit.
menu:
# The button back to the shelves, in a shelf.
back-icon: ARROW
categories:
# Selling what you mine.
ores:
name: "{primary}Ores"
icon: DIAMOND
items:
- {material: DIAMOND, amount: 16, buy: 0, sell: 50}
- {material: EMERALD, amount: 16, buy: 0, sell: 30}
- {material: GOLD_INGOT, amount: 16, buy: 0, sell: 15}
- {material: IRON_INGOT, amount: 16, buy: 0, sell: 10}
- {material: QUARTZ, amount: 64, buy: 0, sell: 10}
- {material: REDSTONE, amount: 64, buy: 0, sell: 8}
- {material: LAPIS_LAZULI, amount: 64, buy: 0, sell: 8}
- {material: COAL, amount: 64, buy: 0, sell: 5}
# What a fight uses.
combat:
name: "{error}Combat"
icon: DIAMOND_SWORD
items:
- {material: ENDER_PEARL, amount: 16, buy: 80, sell: 0}
- {material: GOLDEN_APPLE, amount: 8, buy: 80, sell: 0}
- {material: EXPERIENCE_BOTTLE, amount: 64, buy: 50, sell: 0}
- {material: ARROW, amount: 64, buy: 15, sell: 0}
- {material: BOW, amount: 1, buy: 10, sell: 0}
- {material: FISHING_ROD, amount: 1, buy: 5, sell: 0}
- {material: SNOWBALL, amount: 16, buy: 5, sell: 0}
# Leather armour and every dye: an Archer's set.
archer:
name: "{success}Archer"
icon: LEATHER_CHESTPLATE
items:
- {material: LEATHER_HELMET, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_CHESTPLATE, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_LEGGINGS, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_BOOTS, amount: 1, buy: 5, sell: 0}
- {material: WHITE_DYE, amount: 16, buy: 10, sell: 0}
- {material: ORANGE_DYE, amount: 16, buy: 10, sell: 0}
- {material: MAGENTA_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIGHT_BLUE_DYE, amount: 16, buy: 10, sell: 0}
- {material: YELLOW_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIME_DYE, amount: 16, buy: 10, sell: 0}
- {material: PINK_DYE, amount: 16, buy: 10, sell: 0}
- {material: GRAY_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIGHT_GRAY_DYE, amount: 16, buy: 10, sell: 0}
- {material: CYAN_DYE, amount: 16, buy: 10, sell: 0}
- {material: PURPLE_DYE, amount: 16, buy: 10, sell: 0}
- {material: BLUE_DYE, amount: 16, buy: 10, sell: 0}
- {material: BROWN_DYE, amount: 16, buy: 10, sell: 0}
- {material: GREEN_DYE, amount: 16, buy: 10, sell: 0}
- {material: RED_DYE, amount: 16, buy: 10, sell: 0}
- {material: BLACK_DYE, amount: 16, buy: 10, sell: 0}
# Everything a brewing stand takes.
potions:
name: "{warning}Potions"
icon: BREWING_STAND
items:
- {material: BREWING_STAND, amount: 1, buy: 20, sell: 0}
- {material: GLASS_BOTTLE, amount: 64, buy: 10, sell: 0}
- {material: NETHER_WART, amount: 64, buy: 30, sell: 0}
- {material: BLAZE_ROD, amount: 16, buy: 40, sell: 0}
- {material: GLOWSTONE_DUST, amount: 64, buy: 30, sell: 0}
- {material: GUNPOWDER, amount: 64, buy: 20, sell: 0}
- {material: SUGAR, amount: 64, buy: 15, sell: 0}
- {material: MAGMA_CREAM, amount: 16, buy: 30, sell: 0}
- {material: GHAST_TEAR, amount: 8, buy: 40, sell: 0}
- {material: GLISTERING_MELON_SLICE, amount: 16, buy: 30, sell: 0}
- {material: SPIDER_EYE, amount: 16, buy: 10, sell: 0}
- {material: FERMENTED_SPIDER_EYE, amount: 16, buy: 20, sell: 0}
- {material: RABBIT_FOOT, amount: 8, buy: 30, sell: 0}
# Food.
food:
name: "{secondary}Food"
icon: GOLDEN_CARROT
items:
- {material: GOLDEN_CARROT, amount: 64, buy: 20, sell: 0}
- {material: COOKED_BEEF, amount: 64, buy: 10, sell: 0}
- {material: COOKED_PORKCHOP, amount: 64, buy: 10, sell: 0}
- {material: BAKED_POTATO, amount: 64, buy: 8, sell: 0}
- {material: BREAD, amount: 64, buy: 5, sell: 0}
# Everything a base is built of.
building:
name: "{primary}Building"
icon: BRICKS
items:
- {material: OBSIDIAN, amount: 16, buy: 40, sell: 0}
- {material: STONE, amount: 64, buy: 5, sell: 0}
- {material: COBBLESTONE, amount: 64, buy: 3, sell: 0}
- {material: STONE_BRICKS, amount: 64, buy: 8, sell: 0}
- {material: SMOOTH_STONE, amount: 64, buy: 8, sell: 0}
- {material: DEEPSLATE_BRICKS, amount: 64, buy: 10, sell: 0}
- {material: BRICKS, amount: 64, buy: 10, sell: 0}
- {material: QUARTZ_BLOCK, amount: 64, buy: 20, sell: 0}
- {material: WHITE_CONCRETE, amount: 64, buy: 10, sell: 0}
- {material: BLACK_CONCRETE, amount: 64, buy: 10, sell: 0}
- {material: TERRACOTTA, amount: 64, buy: 8, sell: 0}
- {material: GLASS, amount: 64, buy: 8, sell: 0}
- {material: OAK_LOG, amount: 64, buy: 10, sell: 0}
- {material: SPRUCE_LOG, amount: 64, buy: 10, sell: 0}
- {material: OAK_PLANKS, amount: 64, buy: 5, sell: 0}
- {material: SAND, amount: 64, buy: 5, sell: 0}
- {material: GRAVEL, amount: 64, buy: 5, sell: 0}
- {material: DIRT, amount: 64, buy: 2, sell: 0}
- {material: OAK_SLAB, amount: 64, buy: 5, sell: 0}
- {material: STONE_BRICK_STAIRS, amount: 64, buy: 10, sell: 0}
- {material: LADDER, amount: 64, buy: 10, sell: 0}
- {material: OAK_FENCE_GATE, amount: 16, buy: 10, sell: 0}
- {material: OAK_DOOR, amount: 8, buy: 5, sell: 0}
- {material: OAK_TRAPDOOR, amount: 16, buy: 5, sell: 0}
- {material: TORCH, amount: 64, buy: 5, sell: 0}
- {material: LANTERN, amount: 16, buy: 10, sell: 0}
# Storage, crafting, enchanting and liquids.
utility:
name: "{secondary}Utility"
icon: CHEST
items:
- {material: CHEST, amount: 16, buy: 10, sell: 0}
- {material: HOPPER, amount: 4, buy: 20, sell: 0}
- {material: CRAFTING_TABLE, amount: 1, buy: 2, sell: 0}
- {material: FURNACE, amount: 4, buy: 5, sell: 0}
- {material: ANVIL, amount: 1, buy: 30, sell: 0}
- {material: ENCHANTING_TABLE, amount: 1, buy: 50, sell: 0}
- {material: BOOKSHELF, amount: 16, buy: 40, sell: 0}
- {material: WATER_BUCKET, amount: 1, buy: 5, sell: 0}
- {material: LAVA_BUCKET, amount: 1, buy: 10, sell: 0}
- {material: BUCKET, amount: 1, buy: 3, sell: 0}
- {material: OAK_SIGN, amount: 16, buy: 5, sell: 0}
# Seeds and crops.
farming:
name: "{success}Farming"
icon: WHEAT
items:
- {material: WHEAT_SEEDS, amount: 64, buy: 5, sell: 0}
- {material: SUGAR_CANE, amount: 16, buy: 10, sell: 0}
- {material: CACTUS, amount: 16, buy: 10, sell: 0}
- {material: PUMPKIN_SEEDS, amount: 16, buy: 10, sell: 0}
- {material: MELON_SEEDS, amount: 16, buy: 10, sell: 0}
- {material: CARROT, amount: 16, buy: 5, sell: 0}
- {material: POTATO, amount: 16, buy: 5, sell: 0}
- {material: BONE_MEAL, amount: 64, buy: 10, sell: 0}
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
The shop at all. false: no /shop, signs inert — and the name /shop is left to another shop plugin, if the server has one. Read again by /hcf reload |
mode |
both |
signs (placed by staff), menu (/shop), or both |
signs.buy-header · sell-header |
[Buy] · [Sell] |
The first line that makes a sign a shop sign |
menu.categories |
8 shelves, ~100 items, priced on a 10-a-kill economy | The shelves /shop opens on: each with a name, an icon and its items — material, amount per trade, buy and sell prices for that amount, 0 for not offered. Ores are sold; combat, the Archer's leather and every dye, potion ingredients, food, building blocks, utility blocks and farming are bought |
menu.items |
— | A single list instead of shelves, the same way |
menu.back-icon |
ARROW |
The button back to the shelves |
Everything the shop shows is configured here or in lang/en.yml (economy.shop: titles, item names and lines, messages): shelves, items and prices are the server's own, and a shelf or an item can be added, removed or repriced, then /hcf reload.
Bounties¶
economy.yml
# /bounty <player> <amount> puts money on a player's head, taken from your balance
# at once; whoever kills them collects all of it. Bounties on one player add up
# and survive a restart. A teammate or an ally of the target cannot collect it.
# /bounty lists the largest; staff clear one with /bounty clear <player>
# (hcfcore.economy.bounty.admin) - the money is not given back.
bounties:
enabled: true
# The least one placement may add: five kills' worth.
minimum-amount: 50.0
# Tell everybody when a bounty is placed. Collecting one is always announced.
announce: true
# How many bounties /bounty lists.
list-size: 10
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
/bounty at all |
minimum-amount |
50.0 |
The least one placement may add — five kills' worth |
announce |
true |
Tell everybody when a bounty is placed; collecting one is always announced |
list-size |
10 |
How many bounties /bounty lists |
Kill reward¶
economy.yml
# Money for a kill: a flat amount, and, if you want kills to cost something too, a
# share taken from the dead player's balance. Nothing for killing an ally, and
# nothing again for the same victim within same-victim-cooldown-seconds - two
# accounts trading kills is the first thing a kill reward invites.
kill-reward:
enabled: true
# The unit the rest of the economy is priced on (the shop, bounties).
amount: 10.0
# The share of the victim's balance moved to the killer, 0 to 100.
steal-percent: 0
same-victim-cooldown-seconds: 300
| Key | As shipped | What it does |
|---|---|---|
enabled |
true |
Money for a kill at all |
amount |
10.0 |
Paid to the killer, from nowhere — the unit the shop and bounties are priced on |
steal-percent |
0 |
The share of the victim's balance moved to the killer, 0 to 100, rounded down to the cent |
same-victim-cooldown-seconds |
300 |
The same killer earns nothing for the same victim again within this |
The whole shipped file¶
economy.yml
# ---------------------------------------------------------------------------
# HCFCore - Economy configuration
# ---------------------------------------------------------------------------
# Player balances, /pay, and staff management.
# Changes take effect on /hcf reload.
#
# NOTE on precision: balances are stored as floating-point numbers rather than
# an integer number of cents. That is not the usual advice for money, and it is
# a deliberate concession - the Vault Economy interface this module has to expose
# is itself double-based, so anything else would mean converting on every call and
# losing the same precision at the boundary (checked against VaultAPI 1.7).
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
# Turning this off disables balances, /pay, /eco and the team bank commands.
enabled: true
# Balance a player starts with. Nothing is written to the database until their
# balance actually changes, so this costs no storage for players who never earn.
starting-balance: 100.0
# Ceiling per account. 0 = no ceiling.
# A credit that would cross it is refused rather than clamped, so money is never
# silently destroyed.
maximum-balance: 0.0
currency:
# Shown before an amount: $1,234.50
symbol: "$"
# Used when the amount is named rather than symbolised: "1 dollar", "2 dollars".
singular: "dollar"
plural: "dollars"
pay:
# Player-to-player transfers (/pay). Can be turned off without disabling the
# rest of the economy.
enabled: true
# Smallest transfer allowed, to stop 0.01 spam.
minimum-amount: 1.0
# Where players buy and sell for money: signs that staff place (at spawn, as a
# rule), the /shop menu, or both. Only plain items are counted and taken - a
# renamed or enchanted stack is never sold by mistake.
shop:
# false: no shop at all - no /shop, signs inert. /shop is then left to another
# shop plugin, if the server has one: the name goes to its /shop.
enabled: true
# signs, menu or both.
mode: both
# A shop sign, written by staff (hcfcore.economy.shop.admin):
# [Buy] or [Sell]
# 16 how many per trade (1-64)
# Ender Pearl the item
# 80 the price of those 16
# A right click trades one lot; sneaking, a stack's worth (buy) or all you hold (sell).
signs:
buy-header: "[Buy]"
sell-header: "[Sell]"
# /shop: the shelves below; a click opens one. Each has its name, the item that
# stands for it, and its items: amount per trade, then buy and sell prices for
# that amount - 0 for "not offered". Left click buys, right click sells. (A plain
# "items:" list under menu, without categories, is one shelf of its own.)
#
# Priced on a kill being worth 10 (kill-reward below): 16 diamonds sell for five
# kills, a stack of pearls costs eight. Ores come in; what a fight, a base and a
# brewing stand use goes out. The shop never buys back what it sells, so nothing
# can be bought and sold at a profit.
menu:
# The button back to the shelves, in a shelf.
back-icon: ARROW
categories:
# Selling what you mine.
ores:
name: "{primary}Ores"
icon: DIAMOND
items:
- {material: DIAMOND, amount: 16, buy: 0, sell: 50}
- {material: EMERALD, amount: 16, buy: 0, sell: 30}
- {material: GOLD_INGOT, amount: 16, buy: 0, sell: 15}
- {material: IRON_INGOT, amount: 16, buy: 0, sell: 10}
- {material: QUARTZ, amount: 64, buy: 0, sell: 10}
- {material: REDSTONE, amount: 64, buy: 0, sell: 8}
- {material: LAPIS_LAZULI, amount: 64, buy: 0, sell: 8}
- {material: COAL, amount: 64, buy: 0, sell: 5}
# What a fight uses.
combat:
name: "{error}Combat"
icon: DIAMOND_SWORD
items:
- {material: ENDER_PEARL, amount: 16, buy: 80, sell: 0}
- {material: GOLDEN_APPLE, amount: 8, buy: 80, sell: 0}
- {material: EXPERIENCE_BOTTLE, amount: 64, buy: 50, sell: 0}
- {material: ARROW, amount: 64, buy: 15, sell: 0}
- {material: BOW, amount: 1, buy: 10, sell: 0}
- {material: FISHING_ROD, amount: 1, buy: 5, sell: 0}
- {material: SNOWBALL, amount: 16, buy: 5, sell: 0}
# Leather armour and every dye: an Archer's set.
archer:
name: "{success}Archer"
icon: LEATHER_CHESTPLATE
items:
- {material: LEATHER_HELMET, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_CHESTPLATE, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_LEGGINGS, amount: 1, buy: 5, sell: 0}
- {material: LEATHER_BOOTS, amount: 1, buy: 5, sell: 0}
- {material: WHITE_DYE, amount: 16, buy: 10, sell: 0}
- {material: ORANGE_DYE, amount: 16, buy: 10, sell: 0}
- {material: MAGENTA_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIGHT_BLUE_DYE, amount: 16, buy: 10, sell: 0}
- {material: YELLOW_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIME_DYE, amount: 16, buy: 10, sell: 0}
- {material: PINK_DYE, amount: 16, buy: 10, sell: 0}
- {material: GRAY_DYE, amount: 16, buy: 10, sell: 0}
- {material: LIGHT_GRAY_DYE, amount: 16, buy: 10, sell: 0}
- {material: CYAN_DYE, amount: 16, buy: 10, sell: 0}
- {material: PURPLE_DYE, amount: 16, buy: 10, sell: 0}
- {material: BLUE_DYE, amount: 16, buy: 10, sell: 0}
- {material: BROWN_DYE, amount: 16, buy: 10, sell: 0}
- {material: GREEN_DYE, amount: 16, buy: 10, sell: 0}
- {material: RED_DYE, amount: 16, buy: 10, sell: 0}
- {material: BLACK_DYE, amount: 16, buy: 10, sell: 0}
# Everything a brewing stand takes.
potions:
name: "{warning}Potions"
icon: BREWING_STAND
items:
- {material: BREWING_STAND, amount: 1, buy: 20, sell: 0}
- {material: GLASS_BOTTLE, amount: 64, buy: 10, sell: 0}
- {material: NETHER_WART, amount: 64, buy: 30, sell: 0}
- {material: BLAZE_ROD, amount: 16, buy: 40, sell: 0}
- {material: GLOWSTONE_DUST, amount: 64, buy: 30, sell: 0}
- {material: GUNPOWDER, amount: 64, buy: 20, sell: 0}
- {material: SUGAR, amount: 64, buy: 15, sell: 0}
- {material: MAGMA_CREAM, amount: 16, buy: 30, sell: 0}
- {material: GHAST_TEAR, amount: 8, buy: 40, sell: 0}
- {material: GLISTERING_MELON_SLICE, amount: 16, buy: 30, sell: 0}
- {material: SPIDER_EYE, amount: 16, buy: 10, sell: 0}
- {material: FERMENTED_SPIDER_EYE, amount: 16, buy: 20, sell: 0}
- {material: RABBIT_FOOT, amount: 8, buy: 30, sell: 0}
# Food.
food:
name: "{secondary}Food"
icon: GOLDEN_CARROT
items:
- {material: GOLDEN_CARROT, amount: 64, buy: 20, sell: 0}
- {material: COOKED_BEEF, amount: 64, buy: 10, sell: 0}
- {material: COOKED_PORKCHOP, amount: 64, buy: 10, sell: 0}
- {material: BAKED_POTATO, amount: 64, buy: 8, sell: 0}
- {material: BREAD, amount: 64, buy: 5, sell: 0}
# Everything a base is built of.
building:
name: "{primary}Building"
icon: BRICKS
items:
- {material: OBSIDIAN, amount: 16, buy: 40, sell: 0}
- {material: STONE, amount: 64, buy: 5, sell: 0}
- {material: COBBLESTONE, amount: 64, buy: 3, sell: 0}
- {material: STONE_BRICKS, amount: 64, buy: 8, sell: 0}
- {material: SMOOTH_STONE, amount: 64, buy: 8, sell: 0}
- {material: DEEPSLATE_BRICKS, amount: 64, buy: 10, sell: 0}
- {material: BRICKS, amount: 64, buy: 10, sell: 0}
- {material: QUARTZ_BLOCK, amount: 64, buy: 20, sell: 0}
- {material: WHITE_CONCRETE, amount: 64, buy: 10, sell: 0}
- {material: BLACK_CONCRETE, amount: 64, buy: 10, sell: 0}
- {material: TERRACOTTA, amount: 64, buy: 8, sell: 0}
- {material: GLASS, amount: 64, buy: 8, sell: 0}
- {material: OAK_LOG, amount: 64, buy: 10, sell: 0}
- {material: SPRUCE_LOG, amount: 64, buy: 10, sell: 0}
- {material: OAK_PLANKS, amount: 64, buy: 5, sell: 0}
- {material: SAND, amount: 64, buy: 5, sell: 0}
- {material: GRAVEL, amount: 64, buy: 5, sell: 0}
- {material: DIRT, amount: 64, buy: 2, sell: 0}
- {material: OAK_SLAB, amount: 64, buy: 5, sell: 0}
- {material: STONE_BRICK_STAIRS, amount: 64, buy: 10, sell: 0}
- {material: LADDER, amount: 64, buy: 10, sell: 0}
- {material: OAK_FENCE_GATE, amount: 16, buy: 10, sell: 0}
- {material: OAK_DOOR, amount: 8, buy: 5, sell: 0}
- {material: OAK_TRAPDOOR, amount: 16, buy: 5, sell: 0}
- {material: TORCH, amount: 64, buy: 5, sell: 0}
- {material: LANTERN, amount: 16, buy: 10, sell: 0}
# Storage, crafting, enchanting and liquids.
utility:
name: "{secondary}Utility"
icon: CHEST
items:
- {material: CHEST, amount: 16, buy: 10, sell: 0}
- {material: HOPPER, amount: 4, buy: 20, sell: 0}
- {material: CRAFTING_TABLE, amount: 1, buy: 2, sell: 0}
- {material: FURNACE, amount: 4, buy: 5, sell: 0}
- {material: ANVIL, amount: 1, buy: 30, sell: 0}
- {material: ENCHANTING_TABLE, amount: 1, buy: 50, sell: 0}
- {material: BOOKSHELF, amount: 16, buy: 40, sell: 0}
- {material: WATER_BUCKET, amount: 1, buy: 5, sell: 0}
- {material: LAVA_BUCKET, amount: 1, buy: 10, sell: 0}
- {material: BUCKET, amount: 1, buy: 3, sell: 0}
- {material: OAK_SIGN, amount: 16, buy: 5, sell: 0}
# Seeds and crops.
farming:
name: "{success}Farming"
icon: WHEAT
items:
- {material: WHEAT_SEEDS, amount: 64, buy: 5, sell: 0}
- {material: SUGAR_CANE, amount: 16, buy: 10, sell: 0}
- {material: CACTUS, amount: 16, buy: 10, sell: 0}
- {material: PUMPKIN_SEEDS, amount: 16, buy: 10, sell: 0}
- {material: MELON_SEEDS, amount: 16, buy: 10, sell: 0}
- {material: CARROT, amount: 16, buy: 5, sell: 0}
- {material: POTATO, amount: 16, buy: 5, sell: 0}
- {material: BONE_MEAL, amount: 64, buy: 10, sell: 0}
# /bounty <player> <amount> puts money on a player's head, taken from your balance
# at once; whoever kills them collects all of it. Bounties on one player add up
# and survive a restart. A teammate or an ally of the target cannot collect it.
# /bounty lists the largest; staff clear one with /bounty clear <player>
# (hcfcore.economy.bounty.admin) - the money is not given back.
bounties:
enabled: true
# The least one placement may add: five kills' worth.
minimum-amount: 50.0
# Tell everybody when a bounty is placed. Collecting one is always announced.
announce: true
# How many bounties /bounty lists.
list-size: 10
# Money for a kill: a flat amount, and, if you want kills to cost something too, a
# share taken from the dead player's balance. Nothing for killing an ally, and
# nothing again for the same victim within same-victim-cooldown-seconds - two
# accounts trading kills is the first thing a kill reward invites.
kill-reward:
enabled: true
# The unit the rest of the economy is priced on (the shop, bounties).
amount: 10.0
# The share of the victim's balance moved to the killer, 0 to 100.
steal-percent: 0
same-victim-cooldown-seconds: 300