Fishing Rewards icon

Fishing Rewards -----

In depth customization of fishing loot tables



IMPORTANT: If you are updating from the "Fishing Loot" version of the plugin, your rewards will be converted to the new format in rewards.yml. Please keep a backup of the old format so you can double check and make sure all of the values are correct.
NOTES:
- Enchantments will not be converted correctly as the system has been overhauled, so please check every reward that has enchantments.
- Rewards that were in a separate yml file will need to be added manually.

If you are using spigot 1.20-1.20.1 use the following version of the plugin.
https://github.com/nmahdi/FishingRewards/releases/tag/2.2-1.20.X
Spigot doesn't have the GENERIC_MAX_ABSORPTION attribute defined in these version for some reason, this version of the plugin removes it so it can work properly.


Configuration

Code (YAML):
# Config Version (DO NOT CHANGE THIS VALUE)
config-version
: 1
# Clears drops that haven't been picked up after X amount of time. (in seconds)
# Set the time to 0 if you want this feature disabled.
clear-items-after
: 60
# The multiplier for chance/weight from the generic.luck attribute. As a %
luck-increase
: 2
luck-decrease
: 2
# Whether the Luck attribute should apply for the luck increase or not. This includes Luck potion effect
allow-luck-attribute
: true
# Whether items with 'Luck of the Sea' enchantment should apply for the luck increase or not. REPLACE/ADD/DISABLE
offhand-luck
: 'REPLACE'
# Protects items so that they can't be picked up by other players. This also affects entity drops.
player-protected-items
: true
# Protects entities so that they can't be attacked by other players.
player-protected-entities
: false
# Reward mode. Weight / Roll
# Weight: Every drop's weight/chance will get added to a list and a number will be randomly generated from 0-[Total Weight] which will decide the reward.
# For example, if you had 2 items in the loot table, one with 60 weight and another with 40 weight, they would have 60% & 40% drop chance respectively.
#
# Roll: Drops will cycle from the lowest chance to highest until the player rolls an item. (Chance should not be higher than 100)
# For example, if you had 3 items with 1%, 10%, 100% chance, and the player rolls a 9, the 10% item will drop, but if he rolls an 11, the 100% item will drop.
reward-mode
: 'WEIGHT'
# Player Placeholder for commands
player-placeholder
: ' %player%'
Rewards
Code (Text):
# Define reward parameters here
#
########################### Keywords ###########################
#   chance:                         Determine the chance for the reward to drop. Value should be 0.##-100. Note: If the plugin is in weight mode, this will be used as the weight.
#   type:                           Specify the type of reward. 'item' or 'entity'
#   xp:                             Specify the amount of XP that is dropped when the reward is reeled in.
#   commands:                       Specify a list of commands ran by the server when the reward is reeled in.
#       - 'say GREAT CATCH!'
#   message:                        Specify a message that a player receives when a reward is reeled in.
#   treasure:                       Specify if the reward chance is increased by Luck. True or False.
#   junk:                           Specify if the reward chance is decreased by luck. True or false
#
########################### Item Keywords ###########################
#   material:                       Specify the type of item using Minecraft IDs. Example: 'LEATHER'
#   amount:                         Set the quantity of items dropped, either as a range (Min-Max) or exact amount.
#   lore:                           Add a tooltip to the item. Each lore line should be a separate line in the list.
#       - ''
#   enchantments:                   Add enchantments to the item. Specify each enchantment with its ID, Levels, and chance separated by a colon ":". It's recommended to order the enchantments from lowest to highest chance, as they will be applied in the listed order.
#       - 'protection:1-5:50'       Example: This means that protection level 1-5 has a 50% chance of being applied. Leaving the chance empty will guarantee an enchantment, any non-guaranteed enchantments will apply as a bonus enchantment.
#   guaranteed-enchantment-amount:  Determines the number of guaranteed enchantments an item can have. For an example, if an item has 5 guaranteed enchantments, but the amount is set to 2, it will pick 2 enchantments randomly and apply them.
#   bonus-enchantment-amount:       Determines the number of bonus enchants an item can have. This only applies to non-guaranteed enchantments.
#   override-bonus-enchantments:    Allows more guaranteed enchantments to be applied if no bonus enchantments were applied. True/False
#   durability:                     Set the durability of the item as a percentage, either as a range (Min-Max) or an exact value.
#   unbreakable:                    Makes the item unbreakable. True/False
#   consumed:                       Specify if the item should be consumed upon pickup. True or False.
#   flags:                          Specify list of item flags to the reward
#       - 'HIDE_ENCHANTS'
#       - 'HIDE_ATTRIBUTES'
#       - 'HIDE_UNBREAKABLE'
#       - 'HIDE_DESTROYS'
#       - 'HIDE_PLACED_ON'
#       - 'HIDE_POTION_EFFECTS'
#       - 'HIDE_DYE'
#       - 'HIDE_ARMOR_TRIM'
#   attributes:                     Specify the Minecraft attributes followed by a numerical value.
#       health:                     generic.max_health
#           value:                  Value of the attribute modifier
#           operation:              How the value is being added. ADD_NUMBER/ADD_SCALER/MULTIPLY_SCALER_1 - Check Spigot Documentation for details.
#           equipment-slot:         Specify the slot the attribute modifier should take effect in. HEAD/CHEST/LEGS/FEET/HAND/OFF_HAND - HAND is default.
#       knockback-resistance:       generic.knockback_resistance
#       speed:                      generic.movement_speed
#       flying-speed:               generic.flying_speed
#       damage:                     generic.attack_damage
#       attack-speed:               generic.attack_speed
#       armor:                      generic.armor
#       armor-toughness:            generic.armor_toughness
#       luck:                       generic.luck
#       absorption:                 generic.max_absorption
#
########################### Entity Keywords ###########################
#   entity-type:                    Specify the Minecraft entity type. Example: 'ZOMBIE'
#   attributes:                     Specify the Minecraft entity attributes followed by a numerical value.
#       health:                     generic.max_health
#       follow-range:               generic.follow_range
#       knockback-resistance:       generic.knockback_resistance
#       speed:                      generic.movement_speed
#       flying-speed:               generic.flying_speed
#       damage:                     generic.attack_damage
#       attack-speed:               generic.attack_speed
#       armor:                      generic.armor
#       armor-toughness:            generic.armor_toughness
#       luck:                       generic.luck
#       absorption:                 generic.max_absorption
#       horse-jump:                 horse.jump_strength
#       zombie-rienforcement:       zombie.spawn_rienforcements
#   drops:                          Items that are dropped when the entity is killed.
#       NAME:
#           material:               Specify the Minecraft ID of the item.
#           amount:                 Specify the amount of the dropped item, either as a range(Min-Max) or as an exact value.
#           chance:                 Specify the chance of the item dropping.
#    equipment:                     Sets the entity's worn equipment.
#       HEAD:
#           material:
#           enchantments:
#               - ''
#           drops:                  Adds the worn equipment to the drops list.
#               damaged:            Randomizes the durability of the drop. True or False.
#               chance:             Specify the percentage of the item dropping as a number.
#       CHEST:
#       LEGS:
#       FEET:
#       HAND:
#       OFF_HAND:
#
########################### Conditions ###########################
#   regions:                        Specify the World Guard region(s) a reward can be caught in
#       - ''
#   biomes:                         Specify the Biomes a reward can be caught in.
#       - ''
#   permission:                     Specify a player permission needed for a reward to be caught. Permissions with always be prefixed with "fishingrewards."
#   time:                           Specify the time required for a reward can be caught in. Based on minecraft ticks.
#   weather:                        Specify the weather conditions needed to catch a reward. Clear/Rain/Thunder
#
########################### Item Example ###########################
# Example-Drop:
#   type: 'item'
#   chance: 100
#   material: 'LEATHER'
#   amount: '1-5'
#   name: '&cExample Item'
#   lore:
#     - 'First line'
#     - '&bSecond line'
#   enchantments:
#     - 'unbreaking:1-3:1'
#   durability: '10-100'
#   xp: '10'
#   consumed: true
#   message: 'WOAH! RARE DROP!'
#   commands:
#     - 'say %player% GOT A RARE DROP!'
#     - 'warp RewardSpot %player%'
#   regions:
#     - 'HUB'
#     - 'Area64'
#   biomes:
#     - 'jungle'
#     - 'plains'
#   permission: 'example_drop'
#   weather: 'thunder'
#   treasure: true
#
########################### Entity Example ###########################
# Speedy-Zombie:
#   type: 'entity'
#   entity-type: 'ZOMBIE'
#   name: 'The Flash'
#   attributes:
#       health: 1
#       speed: 10
#   equipment:
#       HEAD:
#           material: 'LEATHER_HELMET'
#       LEGS:
#           material: 'DIAMOND_BOOTS'
#           enchantments:
#               - 'PROTECTION:5:100'
#           drops:
#               damaged: true
#               chance: 100
#   drops:
#       ROTTEN_FLESH:
#           amount: '1-10'
#           chance: 100
#       SUGAR:
#           amount: '1-2'
#           chance: 5.5
#

Cod:
    material: 'cod'
    type: 'item'
    chance: 600
Salmon:
    material: 'salmon'
    type: 'item'
    chance: 250
Clownfish:
    material: 'tropical_fish'
    type: 'item'
    chance: 20
Pufferfish:
    material: 'pufferfish'
    type: 'item'
    chance: 130
Bow:
    material: 'bow'
    type: 'item'
    chance: 167
    treasure: true
EnchantedBook:
    material: 'enchanted_book'
    type: 'item'
    chance: 167
    enchantment-amount: 1
    enchantments:
        - 'efficiency:1:10'
    treasure: true
FishingRod:
    material: 'fishing_rod'
    type: 'item'
    chance: 167
    treasure: true
NautilusShell:
    material: 'nautilus_shell'
    type: 'item'
    chance: 167
    treasure: true
Saddle:
    material: 'saddle'
    type: 'item'
    chance: 167
    treasure: true
LilyPad:
    material: 'lily_pad'
    type: 'item'
    chance: 170
Bowl:
    material: 'bowl'
    type: 'item'
    chance: 100
    junk: true
JunkFishingRod:
    material: 'fishing_rod'
    type: 'item'
    chance: 200
    durability: '10-99'
    junk: true
Leather:
    material: 'leather'
    type: 'item'
    chance: 100
LeatherBoots:
    material: 'leather_boots'
    type: 'item'
    chance: 100
    durability: '10-100'
    junk: true
Stick:
    material: 'stick'
    type: 'item'
    chance: 50
    junk: true
String:
    material: 'string'
    type: 'item'
    chance: 50
GlassBottle:
    material: 'glass_bottle'
    type: 'item'
    chance: 100
    junk: true
Bone:
    material: 'bone'
    type: 'item'
    chance: 100
InkSac:
    material: 'ink_sac'
    type: 'item'
    chance: 10
TripwireHook:
    material: 'tripwire_hook'
    type: 'item'
    chance: 100
Resource Information
Author:
----------
Total Downloads: 599
First Release: Oct 12, 2020
Last Update: Jun 17, 2024
Category: ---------------
All-Time Rating:
4 ratings
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Released: --------------------
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