Content generated with AI — it may contain mistakes.

Systems

Rewards

The ten reward lists a mob pays, when it pays at all, where items go, boosters, rewards kept for absent players and kill counters.

A mob pays through up to ten reward lists, each paid to different players. REWARDS on its screen asks which list, showing how many rewards each holds, and opens ExyliaLib's reward editor on it: items, commands, money in any currency, experience and effects, each with its chance and conditions. See Rewards for what a reward can be.

The lists

ListPaid to
Top damagerThe player who dealt the most damage.
Second damager, Third damagerThe next two down the damage ranking. Equal damage is broken by player id, so every server ranks alike.
Shared by damageEvery player who hurt it, with money and experience cut to their share of the players' damage. Items and the rest are given whole.
Every hitThe player behind each hit: every counted hit in hits mode, every damaging hit otherwise. Paid as the hit lands, whatever happens to the mob after.
Last hitWhoever dealt the killing or breaking blow.
EveryoneEvery player who hurt it, once each.
NearbyEvery player within nearby-radius blocks of where it ended, hit or not. Spectators are left out.
Death lootThrown out where it ended, for anyone: items land on the ground, experience comes out as orbs. What needs a player (money, commands, rewards with a permission or condition) goes to the top damager.
EscapedEvery player who hurt it, when it leaves unbeaten because its lifetime ran out.

When a mob pays

How it endedWhat pays
Its lifetime ran outOnly the escaped list.
Broken, in hits modeEvery list but escaped. Hits mode never pays through /kill, the void or anything but the last hit.
Killed, by healthEvery list but escaped, only if players dealt at least min-player-share of its damage (half, by default). A mob a farm, lava or other mobs mostly killed pays nothing.

The every-hit list is the exception: it is paid hit by hit, before anyone knows how the mob will end.

Where items go

Each list's items either burst out where the mob died (DROP, shown as Ground) or go to the player (INVENTORY). Money, commands and experience always reach the player either way.

ITEM DELIVERY on the mob's screen lists every list but the death loot (which always drops) with its current mode. Clicking a list steps it: default → Ground → Inventory → default. A list on the default follows the mob's mode, and a mob with none follows reward-mode in config.yml (DROP out of the box).

In DROP, items come out at the mob only when the player is online, on that server and within 32 blocks of it; otherwise nothing is left on the ground for nobody, and the items go the INVENTORY way.

Rewards kept for later

The INVENTORY way hands rewards over through ExyliaLib's delivery. What a full inventory or an absent player cannot take is kept, not dropped, in exylia_pending_rewards, and handed over on their next join with "Delivered … rewards that were waiting for you." See Pending rewards.

Boosters

Every list is passed through ExyliaLib's modifiers before it is given, so boosters multiply the mob's money, experience and items. The source they see is the mob's BOOSTER SOURCE: mobs unless set. Give a boss its own source, such as bosses, to boost it apart from ordinary mobs; leave it blank or type mobs to go back to the default. See Modifiers.

Kill counters

With ExyliaSurvivalCore installed, the top damager of a mob that paid gets two statistics counters raised by one: mobs_killed, and mobs_killed_<mob id>. Missions, leaderboards and seasons can read them.

Show them on the stats screen

ExyliaSurvivalCore's shipped mobs_killed stat reads the counter kills.mobs, not the mobs_killed counter ExyliaMobs raises. To rank ExyliaMobs kills, add a stat with type: COUNTER and counter: 'mobs_killed' (or mobs_killed_<mob id> for one mob). See Statistics.

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