Configuration
The configuration file for Nexal Fishing. Located at plugins/Nexal Fishing/config.yml.
# ============================================
# NexalFishing Configuration
# ============================================
# ============================================
# Storage Settings
# ============================================
storage:
# Storage type: "json" or "sql"
type: json
# SQL settings (only used when type is "sql")
sql:
host: localhost
port: 3306
database: minecraft
username: root
password: ""
# ============================================
# Fishing Options
# ============================================
fishing-options:
# Wait time range in ticks before a fish bites (20 ticks = 1 second)
min-wait-ticks: 50
max-wait-ticks: 150
# Pull force applied toward the bobber on catch (0 to disable)
pull-force: 0.5
# ============================================
# Money Display
# ============================================
# How money amounts are shown in messages and menus (%money%)
economy:
# %amount% is replaced by the formatted number
price-format: "$%amount%"
# Java DecimalFormat pattern
number-format: "#,##0.00"
# Show 1000 as "1,000" instead of "1,000.00"
hide-zero-decimals: true
# ============================================
# Tournament Settings
# ============================================
tournament:
# Default duration in seconds when no duration specified (at least 1)
default-duration: 300
# Boss bar shown to every online player during a tournament
# Title placeholders: %leader% (name of the player in the lead),
# %leader_score% (their catches), %time% (time remaining)
# MiniMessage and legacy & colours both work
bossbar-title: "<gradient:#3498DB:#5DADE2><bold>FISHING TOURNAMENT</bold></gradient> <gray>|</gray> <gradient:#FFC107:#FFCD38>%leader%</gradient> <gray>|</gray> <white>%time%</white>"
# Color: PINK, BLUE, RED, GREEN, YELLOW, PURPLE, WHITE
bossbar-color: YELLOW
# Style: SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, SEGMENTED_20
bossbar-style: SOLID
# How many top positions are announced when a tournament ends.
# Every position with a prize below is announced as well.
announce-top: 3
# Prize commands for top N players (executed as console), first entry for 1st place
# Placeholders: %player%, %position%, %catches%
prizes:
- "eco give %player% 5000"
- "eco give %player% 2500"
- "eco give %player% 1000"
# ============================================
# Fish Definitions
# ============================================
# Each fish has:
# rarity: COMMON, UNCOMMON, RARE, EPIC, LEGENDARY
# chance: Weight for random selection (higher = more likely)
# display-name: Name shown on catch, coloured with the rarity's colour
# money: Money reward (requires Vault)
# xp: Experience points reward
# quantity: { min, max } range for dropped items
# permission: Optional permission required to catch
# model-data: Custom model data for resource packs, applied to the display
# and dropped items (unless their own section sets one)
# display-item: Item shown as floating entity on catch
# dropped-item: Item the catch turns into when collected (by a player, mob or hopper)
# lore: Description lines shown in collection GUI (MiniMessage or legacy & colours)
# commands: Console commands run when the fish is caught
# (%player% is the player who caught it)
fish:
# ── Common Fish ──
raw_cod:
rarity: COMMON
chance: 30.0
display-name: "Cod"
money: 5.0
xp: 1
quantity:
min: 1
max: 2
dropped-item:
material: COD
lore:
- "<gray>A basic freshwater fish.</gray>"
- "<gray>Nothing special, but it's food.</gray>"
raw_salmon:
rarity: COMMON
chance: 25.0
display-name: "Salmon"
money: 8.0
xp: 2
quantity:
min: 1
max: 2
dropped-item:
material: SALMON
lore:
- "<gray>A common pink fish.</gray>"
- "<gray>Popular in sushi restaurants.</gray>"
seagrass:
rarity: COMMON
chance: 20.0
display-name: "Seagrass"
money: 2.0
xp: 1
dropped-item:
material: SEAGRASS
lore:
- "<gray>Just some seagrass.</gray>"
- "<gray>Better luck next time.</gray>"
# ── Uncommon Fish ──
tropical_fish:
rarity: UNCOMMON
chance: 12.0
display-name: "Tropical Fish"
money: 25.0
xp: 5
dropped-item:
material: TROPICAL_FISH
lore:
- "<gradient:#58D68D:#82E0AA>A colorful tropical catch!</gradient>"
- "<gray>Looks great in an aquarium.</gray>"
pufferfish:
rarity: UNCOMMON
chance: 10.0
display-name: "Pufferfish"
money: 30.0
xp: 5
dropped-item:
material: PUFFERFISH
lore:
- "<gradient:#58D68D:#82E0AA>A spiky defensive fish.</gradient>"
- "<gray>Careful - it's poisonous!</gray>"
nautilus_shell:
rarity: UNCOMMON
chance: 8.0
display-name: "Nautilus Shell"
money: 40.0
xp: 8
dropped-item:
material: NAUTILUS_SHELL
lore:
- "<gradient:#58D68D:#82E0AA>A beautiful spiral shell.</gradient>"
- "<gray>Valuable to collectors.</gray>"
# ── Rare Fish ──
golden_fish:
rarity: RARE
chance: 4.0
display-name: "Golden Fish"
money: 100.0
xp: 15
display-item:
material: GOLD_INGOT
dropped-item:
material: GOLD_INGOT
lore:
- "<gradient:#3498DB:#5DADE2>A shimmering golden catch!</gradient>"
- "<gray>Legend says it grants wishes.</gray>"
enchanted_book_catch:
rarity: RARE
chance: 3.0
display-name: "Enchanted Tome"
money: 75.0
xp: 20
display-item:
material: ENCHANTED_BOOK
dropped-item:
material: ENCHANTED_BOOK
lore:
- "<gradient:#3498DB:#5DADE2>An ancient waterlogged book.</gradient>"
- "<gray>Still radiates magical energy.</gray>"
# ── Epic Fish ──
heart_of_the_sea_catch:
rarity: EPIC
chance: 1.5
display-name: "Heart of the Sea"
money: 500.0
xp: 50
display-item:
material: HEART_OF_THE_SEA
dropped-item:
material: HEART_OF_THE_SEA
lore:
- "<gradient:#AF7AC5:#C39BD3>A rare oceanic treasure!</gradient>"
- "<gray>Pulsing with ancient power.</gray>"
trident_fragment:
rarity: EPIC
chance: 1.0
display-name: "Trident Fragment"
money: 400.0
xp: 40
display-item:
material: PRISMARINE_SHARD
dropped-item:
material: PRISMARINE_SHARD
quantity:
min: 1
max: 3
lore:
- "<gradient:#AF7AC5:#C39BD3>A piece of an ancient trident.</gradient>"
- "<gray>The ocean guards its weapons.</gray>"
# ── Legendary Fish ──
nether_star_catch:
rarity: LEGENDARY
chance: 0.3
display-name: "Abyssal Star"
money: 2500.0
xp: 100
display-item:
material: NETHER_STAR
dropped-item:
material: NETHER_STAR
lore:
- "<gradient:#F39C12:#F7DC6F><bold>A legendary deep-sea artifact!</bold></gradient>"
- "<gray>Fallen from the heavens into</gray>"
- "<gray>the deepest ocean trenches.</gray>"
commands:
- "say %player% caught the legendary Abyssal Star!"
diamond_catch:
rarity: LEGENDARY
chance: 0.2
display-name: "Sea Diamond"
money: 3000.0
xp: 120
display-item:
material: DIAMOND_BLOCK
dropped-item:
material: DIAMOND
quantity:
min: 1
max: 3
lore:
- "<gradient:#F39C12:#F7DC6F><bold>A flawless diamond from the deep!</bold></gradient>"
- "<gray>Formed under immense ocean pressure</gray>"
- "<gray>over millions of years.</gray>"
commands:
- "say %player% found a legendary Sea Diamond!"
Configuration Options
Below is a reference of the main configuration sections:
storage
============================================ NexalFishing Configuration
============================================ Storage Settings
fishing-options
============================================ Fishing Options
economy
============================================ Money Display
How money amounts are shown in messages and menus (%money%)
tournament
============================================ Tournament Settings
fish
============================================ Fish Definitions
Each fish has: rarity: COMMON, UNCOMMON, RARE, EPIC, LEGENDARY chance: Weight for random selection (higher = more likely) display-name: Name shown on catch, coloured with the rarity's colour money: Money reward (requires Vault) xp: Experience points reward quantity: { min, max } range for dropped items permission: Optional permission required to catch model-data: Custom model data for resource packs, applied to the display and dropped items (unless their own section sets one) display-item: Item shown as floating entity on catch dropped-item: Item the catch turns into when collected (by a player, mob or hopper) lore: Description lines shown in collection GUI (MiniMessage or legacy & colours) commands: Console commands run when the fish is caught (%player% is the player who caught it)