# Jobs configuration. # # Stores information about each job. # # NOTE: When having multiple jobs, both jobs will give the income payout to the player # even if they give the pay for one action (make the configurations with this in mind) # and each job will get the respective experience. # # e.g If player has 2 jobs where job1 gives 10 income and experience for killing a player # and job2 gives 5 income and experience for killing a player. When the user kills a player # they will get 15 income and job1 will gain 10 experience and job2 will gain 5 experience. Jobs: # must be one word. This job will be ignored as this is just example of all posible actions exampleJob: # full name of the job (displayed when browsing a job, used when joining and leaving) # also can be used as a prefix for the user's name if the option is enabled. # Shown as a prefix only when the user has 1 job. # # NOTE: Must be 1 word fullname: LumberJack # Shortened version of the name of the job. Used as a prefix when the user has more # than 1 job shortname: Lj description: Earns money felling and planting trees # The colour of the name, for a full list of supported colours, go to the message config. ChatColour: GREEN # Option to let you choose what kind of prefix this job adds to your name. # options are: full, title, job, shortfull, shorttitle, shortjob and none chat-display: full # [OPTIONAL] - the maximum level of this class max-level: 100 # [OPTIONAL] - the maximum level of this class with specific permission # use jobs.[jobsname].vipmaxlevel vip-max-level: 120 # [OPTIONAL] - the maximum number of users on the server that can have this job at # any one time (includes offline players). slots: 1 # Equation used for calculating how much experience is needed to go to the next level. # Available parameters: # numjobs - the number of jobs the player has # joblevel - the level the player has attained in the job. # NOTE: Please take care of the brackets when modifying this equation. leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) # Equation used for calculating how much income is given per action for the job level. # Available parameters: # baseincome - the income for the action at level 1 (as set in the configuration). # joblevel - the level the player has attained in the job. # NOTE: Please take care of the brackets when modifying this equation. income-progression-equation: baseincome*((1.05)^(joblevel-1)) # Equation used for calculating how much experience is given per action for the job level. # Available parameters: # baseexperience - the experience for the action at level 1 (as set in the configuration). # joblevel - the level the player has attained in the job. # NOTE: Please take care of the brackets when modifying this equation. experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) # GUI icon information when using GUI function Gui: # id of block Id: 17 # data of block, usualy its 0, but in example Diorite will have id of 1 and data of 3 Data: 2 ######################################################################## # Section used to configure what items the job gets paid for, how much # they get paid and how much experience they gain. # # For break and place, the block name or id is used. # You can select a sub-type by using a '-' between the id and the bit # value for the sub-type. e.g LOG-0 = usual log, LOG-2 = birch log # 17-2 = birch log. # # If no sub-type is give, the payout will be for all sub-types. # # To get a list of all available block types, check the # bukkit JavaDocs for a complete list of block types # https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html # # For kill tags (Kill and custom-kill), the name is the name of the # mob. # Available mobs: # Bat # Blaze # Cave_spider # Chicken # Cow # Creeper # Ender_dragon # Enderman # Endermite # Ghast # Giant # Guardian # Horse # Iron_golem # Magma_cube # Mushroom_cow # Ocelot # Pig # Player # Rabbit # Sheep # Silverfish # Skeleton # Slime # Snowman # Spider # Squid # Villager # Witch # Wither # Wolf # Zombie # # NOTE: mob names are case sensitive. # # For custom-kill, it is the name of the job (also case sensitive). # # NOTE: If a job has both the pay for killing a player and for killing a # specific class, they will get both payments. ######################################################################## # payment for breaking a block Break: # block name/id (with optional sub-type) LOG: # base income income: 0.5 # base experience experience: 0.5 # (OPTIONAL) from which level of this job player can get money for this action # if not given, then player will always get money for this action # this can be used for any action from-level: 1 # (OPTIONAL) until which level player can get money for this action. # if not given, then there is no limit # this can be used for any action until-level: 30 # payment for breaking a block with tnt TNTBreak: LOG: income: 0.5 experience: 0.5 # payment for placing a block Place: SAPLING: income: 0.1 experience: 0.1 WOOD: income: 0.1 experience: 0.1 # killing a mob Kill: # mob name Player: # base income income: 0.7 # base experience experience: 0.7 # killing a MythicMob MMKill: # mob name CustomNameHere: # base income income: 0.7 # base experience experience: 0.7 # Killing player with certain job custom-kill: Woodcutter: income: 1.0 experience: 1.0 # Tamig animals Tame: Wolf: income: 0.1 experience: 0.5 # Breeding animals Breed: Wolf: income: 0.1 experience: 0.5 # Eating food Eat: cooked_rabbit: income: 5 experience: 5 baked_potato: income: 5 experience: 5 # Milking cows, only one option is available Milk: Cow: income: 0.1 experience: 0.5 Mushroomcow: income: 0.5 experience: 1.0 # Shear sheeps by its color Shear: Black: income: 0.1 experience: 0.5 Blue: income: 0.1 experience: 0.5 Brown: income: 0.1 experience: 0.5 Cyan: income: 0.1 experience: 0.5 Gray: income: 0.1 experience: 0.5 Green: income: 0.1 experience: 0.5 Light_blue: income: 0.1 experience: 0.5 Lime: income: 0.1 experience: 0.5 Magenta: income: 0.1 experience: 0.5 Orange: income: 0.1 experience: 0.5 Pink: income: 0.1 experience: 0.5 Purple: income: 0.1 experience: 0.5 Red: income: 0.1 experience: 0.5 Silver: income: 0.1 experience: 0.5 White: income: 0.1 experience: 0.5 Yellow: income: 0.1 experience: 0.5 # dyeing armor Dye: LEATHER_BOOTS: income: 0.1 experience: 0.1 LEATHER_CHESTPLATE: income: 0.1 experience: 0.1 LEATHER_HELMET: income: 0.1 experience: 0.1 LEATHER_LEGGINGS: income: 0.1 experience: 0.1 351: income: 0.1 experience: 0.1 # Catching fish Fish: '349': income: 20.0 experience: 25.0 # Repairing items Repair: WOOD_SWORD: income: 0.1 experience: 0.1 IRON_SWORD: income: 0.1 experience: 0.1 # Crafting items Craft: WOOD_SWORD: income: 0.1 experience: 0.3 LEATHER_BOOTS: income: 0.1 experience: 0.6 # Smelting ores Smelt: IRON_INGOT: income: 0.1 experience: 8.0 GOLD_INGOT: income: 0.4 experience: 12 # Enchanting items Enchant: # You can set item for which player will get money WOOD_SWORD: income: 0.1 experience: 0.3 LEATHER_BOOTS: income: 0.1 experience: 0.6 # Or/and you can give money for each enchantment they got DIG_SPEED-1: income: 0.3 experience: 1.0 DIG_SPEED-2: income: 0.6 experience: 20.0 # Brewing potions Brew: NETHER_STALK: income: 0.5 experience: 0.3 REDSTONE: income: 0.5 experience: 0.3 # Explore options. Each number represents players number in exploring that chunk # 1 means that player is first in this chunk, 2 is second and so on, so you can give money not only for first player ho discovers that chunk Explore: 1: income: 0.5 experience: 0.5 2: income: 0.2 experience: 0.2 3: income: 0.1 experience: 0.1 4: income: 0.5 experience: 0.5 5: income: 0.1 experience: 0.1 # permissions granted for joining class permissions: # example node aaaaaatest.node: # true to give, false to revoke value: true # minimum level needed to grant permission. Use 0 for all levels level: 0 aaaaaatest.node2: value: true # Permission granted when reaching level 10 level: 10 # Permissions granted when perticular conditions are meet conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Miner-50 - j:Digger-50 # p marks permission requirement - p:essentials.notnoob perform: # p marks permission, player will get if given true value, if used false, permission will be taken - p:essentials.fly-true # Commands executed when player reached level commands: # command name, just to have better idea what this do fly: # Command its self, this will be executed from console, so all commands should work # Possible variables are: [player] [jobname] [oldlevel] [newlevel] command: manuaddp [player] essentials.fly # When to execute this command first time levelFrom: 100 # Until when to do this command # This can be set to same level as levelFrom, so this command will be executed only once levelUntil: 100 kit: command: manuaddp [player] essentials.kits.woodcutter levelFrom: 150 levelUntil: 150 # Getting more money when equiped with specific weapon/tool ar wearing armor items: # Just name, dont have any impact firstOne: # Tool/Weapon id. Works for block Break, Fish, Animal tame, Breed, Monster/Player kill. id: 278 # Items name, should be with color codes name: '&8Miner Pickaxe' # Item lore, again should come with color codes lore: - '&eBobs pick' - '&710% bonus XP' # Item enchantments, all enchantment names can be found https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html enchants: - DAMAGE_ALL=1 - FIRE_ASPECT=1 # Money boost: 1.1 is equals 10% more income when 0.9 is equals 10% less from base income moneyBoost: 1.1 # Exp boost expBoost: 1.1 helmet: # Armor id. This one works with all jobs id: 310 name: '&8Armor' lore: - '&eBobs armor' - '&710% bonus XP' moneyBoost: 1.1 expBoost: 1.1 # Limit item use to jobs level limitedItems: # Just name, dont have any impact firstOne: # Tool/Weapon id. Works for any interact action. id: 278 # Level of this job player can start using this item level: 5 # (optional) Items name, option to use color codes name: '&8Miner Pickaxe' # (optional) Item lore, again can come with color codes lore: - '&eBobs pick' - '&710% bonus XP' # (optional) Item enchantments, all enchantment names can be found https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html # enchant level can inrease with jobs level to give best RPG experiance enchants: - DAMAGE_ALL=1 - FIRE_ASPECT=1 cmd-on-join: - 'msg [name] Thx for joining this job!' - 'msg [name] Now start working and get money from [jobname] job!' cmd-on-leave: - 'msg [name] You have left this awesome [jobname] job' - 'msg [name] See you soon!' # from this point you can edit jobs by your liking, rename, remove or add new ones LumberJack: fullname: LumberJack shortname: Lj description: Earns money felling and planting trees ChatColour: GREEN chat-display: full leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Gui: Id: 17 Data: 2 Break: 17-0: income: 0.2 experience: 0.2 17-1: income: 0.1 experience: 0.1 17-2: income: 0.2 experience: 0.2 17-3: income: 0.2 experience: 0.2 18-0: income: 0.5 experience: 0.5 18-1: income: 0.5 experience: 0.5 18-2: income: 0.5 experience: 0.5 18-3: income: 0.5 experience: 0.5 161-0: income: 0.5 experience: 0.5 161-1: income: 0.5 experience: 0.5 162-0: income: 0.2 experience: 0.2 162-1: income: 0.2 experience: 0.2 Kill: Player: income: 0.7 experience: 0.7 custom-kill: Woodcutter: income: 1.0 experience: 1.0 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Farmer-20 #- j:Digger-50 # p marks permission requirement #- p:essentials.notnoob Miner: fullname: Miner shortname: M description: Earns money mining minerals and ores. ChatColour: DARK_GRAY chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Break: STONE: income: 0.1 experience: 0.1 COAL_ORE: income: 0.3 experience: 0.3 GLOWING_REDSTONE_ORE: income: 0.3 experience: 0.3 IRON_ORE: income: 0.4 experience: 0.4 GOLD_ORE: income: 0.5 experience: 0.5 LAPIS_ORE: income: 0.5 experience: 0.5 DIAMOND_ORE: income: 0.6 experience: 0.6 OBSIDIAN: income: 0.7 experience: 0.7 MOSSY_COBBLESTONE: income: 0.6 experience: 0.6 Place: RAILS: income: 0.1 experience: 0.1 IRON_ORE: income: -50.5 experience: -0.5 GOLD_ORE: income: -90.6 experience: -50.6 Kill: Player: income: 0.7 experience: 0.7 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:LumberJack-30 - j:Farmer-20 # p marks permission requirement #- p:essentials.notnoob Builder: fullname: Builder shortname: B description: Earns money for building structures. ChatColour: WHITE chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Place: COBBLESTONE: income: 0.1 experience: 0.1 WOOD: income: 0.1 experience: 0.1 FENCE: income: 0.1 experience: 0.1 WOOL: income: 0.1 experience: 0.1 STONE: income: 2.25 experience: 2.25 GLOWSTONE: income: 0.3 experience: 0.3 SANDSTONE: income: 0.1 experience: 0.1 GLASS: income: 0.3 experience: 0.3 BRICK: income: 0.4 experience: 0.4 LAPIS_BLOCK: income: 0.5 experience: 0.5 DOUBLE_STEP: income: 0.1 experience: 0.1 STEP: income: 0.1 experience: 0.1 BOOKSHELF: income: 0.3 experience: 0.3 WOOD_STAIRS: income: 0.1 experience: 0.1 COBBLESTONE_STAIRS: income: 0.1 experience: 0.1 MOSSY_COBBLESTONE: income: 0.5 experience: 0.5 DIAMOND_BLOCK: income: 0.5 experience: 0.5 GOLD_BLOCK: income: 0.5 experience: 0.5 Kill: Player: income: 0.7 experience: 0.7 Digger: fullname: Digger shortname: D description: Earns money for terraforming the world. ChatColour: GOLD chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Break: DIRT: income: 0.1 experience: 0.1 GRASS: income: 0.1 experience: 0.1 GRAVEL: income: 0.1 experience: 0.1 SAND: income: 0.1 experience: 0.1 CLAY: income: 0.1 experience: 0.1 Kill: Player: income: 0.7 experience: 0.7 custom-kill: Digger: income: 1.0 experience: 1.0 Farmer: fullname: Farmer shortname: Fa description: Earns money farming crops. ChatColour: BLUE chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Break: CROPS-7: income: 0.4 experience: 0.4 SUGAR_CANE_BLOCK: income: 0.4 experience: 0.4 Tame: Wolf: income: 0.5 experience: 0.5 Breed: Wolf: income: 0.5 experience: 0.5 Place: CROPS-0: income: 0.3 experience: 0.3 SUGAR_CANE_BLOCK: income: 0.1 experience: 0.1 Kill: Player: income: 0.7 experience: 0.7 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Builder-15 #- j:Digger-50 # p marks permission requirement #- p:essentials.notnoob Hunter: fullname: Hunter shortname: H description: Earns money killing animals and monsters. ChatColour: RED chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Kill: Chicken: income: 0.2 experience: 0.2 Cow: income: 0.2 experience: 0.2 Pig: income: 0.2 experience: 0.2 Sheep: income: 0.2 experience: 0.2 Wolf: income: 0.5 experience: 0.5 Creeper: income: 1.0 experience: 1.0 Skeleton: income: 1.0 experience: 1.0 WitherSkeleton: income: 1.0 experience: 1.0 Spider: income: 1.0 experience: 1.0 Zombie: income: 1.0 experience: 1.0 Player: income: 0.7 experience: 0.7 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher #- j:Miner-40 - j:Farmer-30 - j:Fisherman:15 # p marks permission requirement #- p:essentials.notnoob Fisherman: fullname: Fisherman shortname: Fi description: Earns money from fishing. ChatColour: AQUA chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Fish: RAW_FISH: income: 0.4 experience: 0.4 Kill: Player: income: 0.7 experience: 0.7 Weaponsmith: fullname: Weaponsmith shortname: W description: Earns money from crafting and repairing weapons. ChatColour: DARK_PURPLE chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Craft: WOOD_SWORD: income: 0.1 experience: 0.1 IRON_SWORD: income: 0.1 experience: 0.1 GOLD_SWORD: income: 0.3 experience: 0.3 DIAMOND_SWORD: income: 0.4 experience: 0.4 Repair: WOOD_SWORD: income: 0.1 experience: 0.1 IRON_SWORD: income: 0.1 experience: 0.1 GOLD_SWORD: income: 0.3 experience: 0.3 DIAMOND_SWORD: income: 0.4 experience: 0.4 Smelt: IRON_INGOT: income: 0.1 experience: 0.1 GOLD_INGOT: income: 0.1 experience: 0.1 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Miner-40 #- j:Digger-50 # p marks permission requirement #- p:essentials.notnoob Brewer: fullname: Brewer shortname: Br description: Earns money brewing potions. ChatColour: LIGHT_PURPLE chat-display: full leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Brew: NETHER_STALK: income: 0.1 experience: 0.1 REDSTONE: income: 0.1 experience: 0.1 GLOWSTONE_DUST: income: 0.1 experience: 0.1 SPIDER_EYE: income: 0.1 experience: 0.1 FERMENTED_SPIDER_EYE: income: 0.1 experience: 0.1 BLAZE_POWDER: income: 0.1 experience: 0.1 SUGAR: income: 0.1 experience: 0.1 SPECKLED_MELON: income: 0.4 experience: 0.4 MAGMA_CREAM: income: 0.4 experience: 0.4 GHAST_TEAR: income: 0.4 experience: 0.4 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Miner-40 #- j:Digger-50 # p marks permission requirement #- p:essentials.notnoob Enchanter: fullname: Enchanter shortname: E description: Earns money enchanting weapons. ChatColour: DARK_BLUE chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Enchant: WOOD_SWORD: income: 0.1 experience: 0.3 LEATHER_BOOTS: income: 0.1 experience: 0.6 LEATHER_CHESTPLATE: income: 0.1 experience: 0.6 LEATHER_HELMET: income: 0.1 experience: 0.6 LEATHER_LEGGINGS: income: 0.1 experience: 0.6 IRON_SWORD: income: 0.3 experience: 0.6 IRON_BOOTS: income: 0.2 experience: 0.9 IRON_CHESTPLATE: income: 0.4 experience: 0.9 IRON_HELMET: income: 0.2 experience: 0.9 IRON_LEGGINGS: income: 0.4 experience: 0.9 GOLD_SWORD: income: 0.4 experience: 15.0 GOLD_BOOTS: income: 0.2 experience: 15.0 GOLD_CHESTPLATE: income: 0.5 experience: 15.0 GOLD_HELMET: income: 0.2 experience: 15.0 GOLD_LEGGINGS: income: 0.5 experience: 15.0 DIAMOND_SWORD: income: 0.9 experience: 30.0 DIAMOND_SPADE: income: 0.5 experience: 30.0 DIAMOND_PICKAXE: income: 1.0 experience: 30.0 DIAMOND_AXE: income: 1.0 experience: 30.0 DIAMOND_HELMET: income: 0.6 experience: 30.0 DIAMOND_CHESTPLATE: income: 12.0 experience: 50.0 DIAMOND_LEGGINGS: income: 12.0 experience: 50.0 DIAMOND_BOOTS: income: 0.6 experience: 30.0 ARROW_DAMAGE-1: income: 0.3 experience: 1.0 ARROW_DAMAGE-2: income: 0.6 experience: 20.0 ARROW_DAMAGE-3: income: 0.9 experience: 30.0 ARROW_DAMAGE-4: income: 12.0 experience: 40.0 ARROW_DAMAGE-5: income: 15.0 experience: 50.0 ARROW_FIRE: income: 1.0 experience: 30.0 ARROW_INFINITE: income: 20.0 experience: 50.0 ARROW_KNOCKBACK-1: income: 0.3 experience: 1.0 ARROW_KNOCKBACK-2: income: 0.6 experience: 20.0 DAMAGE_ALL-1: income: 1.0 experience: 1.0 DAMAGE_ALL-2: income: 20.0 experience: 20.0 DAMAGE_ALL-3: income: 30.0 experience: 30.0 DAMAGE_ALL-4: income: 40.0 experience: 40.0 DAMAGE_ALL-5: income: 50.0 experience: 50.0 DAMAGE_ARTHROPODS-1: income: 0.3 experience: 1.0 DAMAGE_ARTHROPODS-2: income: 0.6 experience: 20.0 DAMAGE_ARTHROPODS-3: income: 0.9 experience: 30.0 DAMAGE_ARTHROPODS-4: income: 12.0 experience: 40.0 DAMAGE_ARTHROPODS-5: income: 15.0 experience: 50.0 DAMAGE_UNDEAD-1: income: 0.3 experience: 1.0 DAMAGE_UNDEAD-2: income: 0.6 experience: 20.0 DAMAGE_UNDEAD-3: income: 0.9 experience: 30.0 DAMAGE_UNDEAD-4: income: 12.0 experience: 40.0 DAMAGE_UNDEAD-5: income: 15.0 experience: 50.0 DEPTH_STRIDER-1: income: 0.3 experience: 1.0 DEPTH_STRIDER-2: income: 0.6 experience: 20.0 DEPTH_STRIDER-3: income: 0.9 experience: 30.0 DIG_SPEED-1: income: 0.3 experience: 1.0 DIG_SPEED-2: income: 0.6 experience: 20.0 DIG_SPEED-3: income: 0.9 experience: 30.0 DIG_SPEED-4: income: 12.0 experience: 40.0 DIG_SPEED-5: income: 15.0 experience: 50.0 DURABILITY-1: income: 0.3 experience: 1.0 DURABILITY-2: income: 0.6 experience: 20.0 DURABILITY-3: income: 0.9 experience: 30.0 FIRE_ASPECT-1: income: 0.3 experience: 1.0 FIRE_ASPECT-2: income: 0.6 experience: 20.0 KNOCKBACK-1: income: 0.3 experience: 1.0 KNOCKBACK-2: income: 0.6 experience: 20.0 LOOT_BONUS_BLOCKS-1: income: 20.0 experience: 100.0 LOOT_BONUS_BLOCKS-2: income: 40.0 experience: 200.0 LOOT_BONUS_BLOCKS-3: income: 80.0 experience: 300.0 LOOT_BONUS_MOBS-1: income: 0.5 experience: 20.0 LOOT_BONUS_MOBS-2: income: 12.0 experience: 40.0 LOOT_BONUS_MOBS-3: income: 15.0 experience: 60.0 LUCK-1: income: 15.0 experience: 1.0 LUCK-2: income: 25.0 experience: 20.0 LUCK-3: income: 35.0 experience: 30.0 LURE-1: income: 1.0 experience: 1.0 LURE-2: income: 20.0 experience: 20.0 LURE-3: income: 30.0 experience: 30.0 OXYGEN-1: income: 0.3 experience: 1.0 OXYGEN-2: income: 0.6 experience: 20.0 OXYGEN-3: income: 0.9 experience: 30.0 PROTECTION_ENVIRONMENTAL-1: income: 0.5 experience: 1.0 PROTECTION_ENVIRONMENTAL-2: income: 1.0 experience: 20.0 PROTECTION_ENVIRONMENTAL-3: income: 15.0 experience: 30.0 PROTECTION_ENVIRONMENTAL-4: income: 20.0 experience: 40.0 PROTECTION_EXPLOSIONS-1: income: 0.5 experience: 1.0 PROTECTION_EXPLOSIONS-2: income: 1.0 experience: 20.0 PROTECTION_EXPLOSIONS-3: income: 15.0 experience: 30.0 PROTECTION_EXPLOSIONS-4: income: 20.0 experience: 40.0 PROTECTION_FALL-1: income: 0.3 experience: 1.0 PROTECTION_FALL-2: income: 0.6 experience: 20.0 PROTECTION_FALL-3: income: 0.9 experience: 30.0 PROTECTION_FALL-4: income: 12.0 experience: 40.0 PROTECTION_FIRE-1: income: 0.5 experience: 1.0 PROTECTION_FIRE-2: income: 1.0 experience: 20.0 PROTECTION_FIRE-3: income: 15.0 experience: 30.0 PROTECTION_FIRE-4: income: 20.0 experience: 40.0 PROTECTION_PROJECTILE-1: income: 1.0 experience: 1.0 PROTECTION_PROJECTILE-2: income: 20.0 experience: 20.0 PROTECTION_PROJECTILE-3: income: 30.0 experience: 30.0 PROTECTION_PROJECTILE-4: income: 40.0 experience: 40.0 SILK_TOUCH: income: 100.0 experience: 300.0 THORNS-1: income: 0.4 experience: 1.0 THORNS-2: income: 8.0 experience: 20.0 THORNS-3: income: 12.0 experience: 30.0 WATER_WORKER: income: 30.0 experience: 100.0 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Weaponsmith-20 - j:Miner-50 # p marks permission requirement #- p:essentials.notnoob Assasin: fullname: Assasin shortname: Ass ChatColour: WHITE chat-display: full #max-level: 10 #slots: 10 leveling-progression-equation: 100*((1.13+(0.01*(numjobs-1)))^(joblevel-1)) income-progression-equation: baseincome*((1.05)^(joblevel-1)) experience-progression-equation: baseexperience*((1.05)^(joblevel-1)) Kill: # mob name Enderman: # base income income: 3.7 # base experience experience: 4.7 Ghast: # base income income: 8.7 # base experience experience: 12.7 Iron_golem: # base income income: 3.7 # base experience experience: 4.7 Snowman: # base income income: 13.7 # base experience experience: 14.7 Witch: # base income income: 13.7 # base experience experience: 14.7 Wither: # base income income: 23.7 # base experience experience: 24.7 custom-kill: Miner: income: 6.0 experience: 8.0 LumberJack: income: -106.0 experience: -108.0 Farmer: income: -160.0 experience: -180.0 Player: income: 6.0 experience: 8.0 conditions: # Condition mane, irelevent, you can write anything in here first: requires: # j marks that player should have particular jobs level and higher - j:Weaponsmith-20 - j:Miner-50 - j:Enchanter-30 # p marks permission requirement #- p:essentials.notnoob