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Legendary fish, a fishing journal, lucky hook events and messages in bottles.
Overview
- Module id
- angler
- Version
- 1.0.0
- Platforms
- Price
- $4.99
- Authors
- Atlantis Services
Install
- Install Lattice on a Paper or Folia server, if it is not there yet.
- Drop the LatAngler jar into
plugins/Lattice/modules/. It loads straight away. - Put your license key in
lattice.yml, then run/lat license refresh. - Edit
config/global/angler/and apply it with/lat reload angler.
Commands
Command names and aliases are set in config.yml, so yours may differ. <required> [optional]
| Command | Description | Permission |
|---|---|---|
/angler |
Legendary fish trophies and Angler admin | - |
/angler trophies |
Biggest legendary catches | - |
/angler event |
Lucky hook events | angler.admin |
/angler event start <event> [minutes] |
angler.admin |
|
/angler event stop |
angler.admin |
|
/angler event list |
angler.admin |
|
/angler legendary |
Legendary fish | angler.admin |
/angler legendary spawn [player] |
angler.admin |
|
/angler legendary clear |
angler.admin |
|
/angler journal |
Player journals | angler.admin |
/angler journal reset <player> |
angler.admin |
|
/angler bottle |
Messages in bottles | angler.admin |
/angler bottle give <player> [tier] [amount] |
angler.admin |
|
/fisherman
also /messageinabottle, /bottles
|
Hand messages in bottles to the Fisherman | - |
/journal
also /fishjournal
|
Open your fishing journal | - |
Permissions
| Permission | Lets a player use |
|---|---|
angler.admin |
/angler event, /angler event start, /angler event stop, /angler event list, /angler legendary, /angler legendary spawn, /angler legendary clear, /angler journal, /angler journal reset, /angler bottle, /angler bottle give |
Placeholders
Filled in Lattice's own messages, and in any plugin that reads PlaceholderAPI when it is installed.
| Placeholder | Notes |
|---|---|
%angler_journal% |
|
%angler_journal_total% |
|
%angler_journal_percent% |
|
%angler_trophies% |
|
%angler_event% |
|
%angler_event_left% |
config.yml
Written to config/global/angler/config.yml on first start. Edit it, then /lat reload angler.
# Angler: four additions to vanilla fishing, each switched on or off below. # Legendary fish surface near players, a journal collects catches, lucky hook events # make fishing better for a while, and messages in bottles are handed in for rewards. # Generated from AnglerSettings. Keys you delete return to their default; # keys that are not in the schema are ignored and reported on load. # Timezone for event clock times and trophy dates, e.g. Europe/London. timezone: "UTC" legendary: # Legendary fish surface in the water near a random player now and then. enabled: true # Shortest wait between two legendary fish, in minutes. min-minutes: 20 # Longest wait between two legendary fish, in minutes. The wait is random between the two. max-minutes: 40 # How long the bubbles stay before the fish escapes, in seconds. lifetime-seconds: 180 # How far from the chosen player to look for open water, in blocks (2 to 16). search-radius: 8 # A hook this close to the bubbles, in blocks, can catch the fish. hotspot-radius: 3.0 # Chance, 0 to 1, that a catch from the bubbles is the legendary fish rather than a normal one. hook-chance: 0.5 # Players this close to the bubbles, in blocks, are told the fish has surfaced, escaped or been caught. notice-radius: 48 # Worlds the fish may surface in. Empty allows every world. worlds: [] # The fish. One is picked at random each time, by weight. fish: - # Stored with each catch. Do not change it once fish have been caught. id: "old-gnarl" # Display name, plain text. Colours come from messages.yml. name: "Old Gnarl" # One line about the fish, shown on the trophy. Empty for none. description: "A cod older than the server." # Item the trophy is, e.g. COD or TROPICAL_FISH. material: "COD" # How often this fish is picked compared with the others. weight: 3 # Lightest the fish can be, in kg. min-kg: 18.0 # Heaviest the fish can be, in kg. Heavy fish are rarer than light ones. max-kg: 55.0 # Given to the catcher. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: null # Sound key, e.g. entity.player.levelup. Empty for none. sound: "ui.toast.challenge_complete" # What the reward is, in lines. Shown in menus that describe the reward. description: [] - # Stored with each catch. Do not change it once fish have been caught. id: "silver-ghost" # Display name, plain text. Colours come from messages.yml. name: "The Silver Ghost" # One line about the fish, shown on the trophy. Empty for none. description: "Seen by many, landed by few." # Item the trophy is, e.g. COD or TROPICAL_FISH. material: "SALMON" # How often this fish is picked compared with the others. weight: 2 # Lightest the fish can be, in kg. min-kg: 12.0 # Heaviest the fish can be, in kg. Heavy fish are rarer than light ones. max-kg: 38.0 # Given to the catcher. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: null # Sound key, e.g. entity.player.levelup. Empty for none. sound: "ui.toast.challenge_complete" # What the reward is, in lines. Shown in menus that describe the reward. description: [] - # Stored with each catch. Do not change it once fish have been caught. id: "reef-king" # Display name, plain text. Colours come from messages.yml. name: "Reef King" # One line about the fish, shown on the trophy. Empty for none. description: "Every colour of the reef at once." # Item the trophy is, e.g. COD or TROPICAL_FISH. material: "TROPICAL_FISH" # How often this fish is picked compared with the others. weight: 1 # Lightest the fish can be, in kg. min-kg: 4.0 # Heaviest the fish can be, in kg. Heavy fish are rarer than light ones. max-kg: 16.0 # Given to the catcher. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: null # Sound key, e.g. entity.player.levelup. Empty for none. sound: "ui.toast.challenge_complete" # What the reward is, in lines. Shown in menus that describe the reward. description: [] journal: # A collection book of catches, opened with the journal command. enabled: true # Given once, when a player has every entry on every page. complete-reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>Your fishing journal is complete. You are a true angler!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "ui.toast.challenge_complete" # What the reward is, in lines. Shown in menus that describe the reward. description: [] # Item shown for an entry the player has not caught yet. locked-icon: "GRAY_DYE" # Pages of entries. A catch unlocks every entry it matches on every page. # An entry matches when the caught item is in catches and every condition set on it holds: # biomes (any part of the biome name, e.g. ocean, river, swamp, frozen), time (day or night) # and weather (clear, rain or thunder). Leave a condition out to match anything. # Entry ids are stored per player: do not rename them once players have them. pages: - id: "cod" # Page name, plain text. name: "Cod" # Item shown for the page and for its caught entries. icon: "COD" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Cod</accent> page!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "cod" # Entry name, plain text. name: "Cod" # Shown while the entry is still locked. hint: "Catch one anywhere." # Items that count, e.g. COD. catches: - "COD" biomes: [] time: null weather: null - id: "cod-ocean" # Entry name, plain text. name: "Ocean Cod" # Shown while the entry is still locked. hint: "Catch one in an ocean." # Items that count, e.g. COD. catches: - "COD" biomes: - "ocean" time: null weather: null - id: "cod-river" # Entry name, plain text. name: "River Cod" # Shown while the entry is still locked. hint: "Catch one in a river." # Items that count, e.g. COD. catches: - "COD" biomes: - "river" time: null weather: null - id: "cod-frozen" # Entry name, plain text. name: "Frozen Cod" # Shown while the entry is still locked. hint: "Catch one somewhere frozen or snowy." # Items that count, e.g. COD. catches: - "COD" biomes: - "frozen" - "snowy" - "ice" time: null weather: null - id: "cod-night" # Entry name, plain text. name: "Midnight Cod" # Shown while the entry is still locked. hint: "Catch one at night." # Items that count, e.g. COD. catches: - "COD" biomes: [] time: "night" weather: null - id: "cod-rain" # Entry name, plain text. name: "Rainy Cod" # Shown while the entry is still locked. hint: "Catch one in the rain." # Items that count, e.g. COD. catches: - "COD" biomes: [] time: null weather: "rain" - id: "cod-storm" # Entry name, plain text. name: "Storm Cod" # Shown while the entry is still locked. hint: "Catch one in a thunderstorm." # Items that count, e.g. COD. catches: - "COD" biomes: [] time: null weather: "thunder" - id: "salmon" # Page name, plain text. name: "Salmon" # Item shown for the page and for its caught entries. icon: "SALMON" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Salmon</accent> page!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "salmon" # Entry name, plain text. name: "Salmon" # Shown while the entry is still locked. hint: "Catch one anywhere." # Items that count, e.g. COD. catches: - "SALMON" biomes: [] time: null weather: null - id: "salmon-ocean" # Entry name, plain text. name: "Ocean Salmon" # Shown while the entry is still locked. hint: "Catch one in an ocean." # Items that count, e.g. COD. catches: - "SALMON" biomes: - "ocean" time: null weather: null - id: "salmon-river" # Entry name, plain text. name: "River Salmon" # Shown while the entry is still locked. hint: "Catch one in a river." # Items that count, e.g. COD. catches: - "SALMON" biomes: - "river" time: null weather: null - id: "salmon-frozen" # Entry name, plain text. name: "Frozen Salmon" # Shown while the entry is still locked. hint: "Catch one somewhere frozen or snowy." # Items that count, e.g. COD. catches: - "SALMON" biomes: - "frozen" - "snowy" - "ice" time: null weather: null - id: "salmon-night" # Entry name, plain text. name: "Midnight Salmon" # Shown while the entry is still locked. hint: "Catch one at night." # Items that count, e.g. COD. catches: - "SALMON" biomes: [] time: "night" weather: null - id: "salmon-rain" # Entry name, plain text. name: "Rainy Salmon" # Shown while the entry is still locked. hint: "Catch one in the rain." # Items that count, e.g. COD. catches: - "SALMON" biomes: [] time: null weather: "rain" - id: "salmon-storm" # Entry name, plain text. name: "Storm Salmon" # Shown while the entry is still locked. hint: "Catch one in a thunderstorm." # Items that count, e.g. COD. catches: - "SALMON" biomes: [] time: null weather: "thunder" - id: "tropical" # Page name, plain text. name: "Tropical Fish" # Item shown for the page and for its caught entries. icon: "TROPICAL_FISH" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Tropical Fish</accent> page!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "tropical" # Entry name, plain text. name: "Tropical Fish" # Shown while the entry is still locked. hint: "Catch one anywhere." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: [] time: null weather: null - id: "tropical-ocean" # Entry name, plain text. name: "Ocean Tropical Fish" # Shown while the entry is still locked. hint: "Catch one in an ocean." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: - "ocean" time: null weather: null - id: "tropical-river" # Entry name, plain text. name: "River Tropical Fish" # Shown while the entry is still locked. hint: "Catch one in a river." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: - "river" time: null weather: null - id: "tropical-frozen" # Entry name, plain text. name: "Frozen Tropical Fish" # Shown while the entry is still locked. hint: "Catch one somewhere frozen or snowy." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: - "frozen" - "snowy" - "ice" time: null weather: null - id: "tropical-night" # Entry name, plain text. name: "Midnight Tropical Fish" # Shown while the entry is still locked. hint: "Catch one at night." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: [] time: "night" weather: null - id: "tropical-rain" # Entry name, plain text. name: "Rainy Tropical Fish" # Shown while the entry is still locked. hint: "Catch one in the rain." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: [] time: null weather: "rain" - id: "tropical-storm" # Entry name, plain text. name: "Storm Tropical Fish" # Shown while the entry is still locked. hint: "Catch one in a thunderstorm." # Items that count, e.g. COD. catches: - "TROPICAL_FISH" biomes: [] time: null weather: "thunder" - id: "pufferfish" # Page name, plain text. name: "Pufferfish" # Item shown for the page and for its caught entries. icon: "PUFFERFISH" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Pufferfish</accent> page!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "pufferfish" # Entry name, plain text. name: "Pufferfish" # Shown while the entry is still locked. hint: "Catch one anywhere." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: [] time: null weather: null - id: "pufferfish-ocean" # Entry name, plain text. name: "Ocean Pufferfish" # Shown while the entry is still locked. hint: "Catch one in an ocean." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: - "ocean" time: null weather: null - id: "pufferfish-river" # Entry name, plain text. name: "River Pufferfish" # Shown while the entry is still locked. hint: "Catch one in a river." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: - "river" time: null weather: null - id: "pufferfish-frozen" # Entry name, plain text. name: "Frozen Pufferfish" # Shown while the entry is still locked. hint: "Catch one somewhere frozen or snowy." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: - "frozen" - "snowy" - "ice" time: null weather: null - id: "pufferfish-night" # Entry name, plain text. name: "Midnight Pufferfish" # Shown while the entry is still locked. hint: "Catch one at night." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: [] time: "night" weather: null - id: "pufferfish-rain" # Entry name, plain text. name: "Rainy Pufferfish" # Shown while the entry is still locked. hint: "Catch one in the rain." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: [] time: null weather: "rain" - id: "pufferfish-storm" # Entry name, plain text. name: "Storm Pufferfish" # Shown while the entry is still locked. hint: "Catch one in a thunderstorm." # Items that count, e.g. COD. catches: - "PUFFERFISH" biomes: [] time: null weather: "thunder" - id: "treasure" # Page name, plain text. name: "Treasure" # Item shown for the page and for its caught entries. icon: "NAUTILUS_SHELL" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Treasure</accent> page!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "treasure-book" # Entry name, plain text. name: "Enchanted Book" # Shown while the entry is still locked. hint: "Rare treasure from the deep." # Items that count, e.g. COD. catches: - "ENCHANTED_BOOK" biomes: [] time: null weather: null - id: "treasure-nautilus" # Entry name, plain text. name: "Nautilus Shell" # Shown while the entry is still locked. hint: "A shell from far away." # Items that count, e.g. COD. catches: - "NAUTILUS_SHELL" biomes: [] time: null weather: null - id: "treasure-name-tag" # Entry name, plain text. name: "Name Tag" # Shown while the entry is still locked. hint: "Someone lost a name." # Items that count, e.g. COD. catches: - "NAME_TAG" biomes: [] time: null weather: null - id: "treasure-saddle" # Entry name, plain text. name: "Saddle" # Shown while the entry is still locked. hint: "How did that get in there?" # Items that count, e.g. COD. catches: - "SADDLE" biomes: [] time: null weather: null - id: "treasure-bow" # Entry name, plain text. name: "Bow" # Shown while the entry is still locked. hint: "A weapon, waterlogged." # Items that count, e.g. COD. catches: - "BOW" biomes: [] time: null weather: null - id: "treasure-rod" # Entry name, plain text. name: "Fishing Rod" # Shown while the entry is still locked. hint: "Someone else's rod." # Items that count, e.g. COD. catches: - "FISHING_ROD" biomes: [] time: null weather: null - id: "junk" # Page name, plain text. name: "Junk" # Item shown for the page and for its caught entries. icon: "LILY_PAD" # Given once, when a player has every entry on this page. reward: # Console commands. {player} is the player's name. commands: [] # Sent to the player as a success line in the server theme. Empty for none. message: "<body>You completed the <accent>Junk</accent> page. One angler's junk..." # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.player.levelup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] entries: - id: "junk-lily-pad" # Entry name, plain text. name: "Lily Pad" # Shown while the entry is still locked. hint: "It floats." # Items that count, e.g. COD. catches: - "LILY_PAD" biomes: [] time: null weather: null - id: "junk-boots" # Entry name, plain text. name: "Old Boots" # Shown while the entry is still locked. hint: "Somebody walked home barefoot." # Items that count, e.g. COD. catches: - "LEATHER_BOOTS" biomes: [] time: null weather: null - id: "junk-bowl" # Entry name, plain text. name: "Bowl" # Shown while the entry is still locked. hint: "An empty bowl." # Items that count, e.g. COD. catches: - "BOWL" biomes: [] time: null weather: null - id: "junk-bone" # Entry name, plain text. name: "Bone" # Shown while the entry is still locked. hint: "Best not to ask." # Items that count, e.g. COD. catches: - "BONE" biomes: [] time: null weather: null - id: "junk-ink" # Entry name, plain text. name: "Ink Sac" # Shown while the entry is still locked. hint: "A squid left this behind." # Items that count, e.g. COD. catches: - "INK_SAC" biomes: [] time: null weather: null - id: "junk-hook" # Entry name, plain text. name: "Tripwire Hook" # Shown while the entry is still locked. hint: "A hook that is not yours." # Items that count, e.g. COD. catches: - "TRIPWIRE_HOOK" biomes: [] time: null weather: null events: # Lucky hook events: fishing is better for everyone while one runs. enabled: true # Start a random event from scheduled every this many minutes. 0 turns it off. every-minutes: 120 # Also start one at these clock times, as HH:mm in the timezone. Empty for none. times: [] # Events the schedule picks from. Commands can start any event. scheduled: - "golden-hour" - "feeding-frenzy" # Show a boss bar with the event and time left to every player. boss-bar: true # Events by id. Start one by hand with /angler event start <id> [minutes]. list: golden-hour: # Display name, plain text. name: "Golden Hour" # How long it runs when the schedule starts it, in minutes. minutes: 10 # Boss bar colour: PINK, BLUE, RED, GREEN, YELLOW, PURPLE or WHITE. color: "YELLOW" # Colours of the event's name, as #rrggbb. Two or more make a gradient that slides # along the name on the boss bar; repeat the first colour at the end for a smooth loop. colors: - "#FFB300" - "#FFF1A8" - "#FF8F00" - "#FFB300" # Bite wait time is multiplied by this, above 0 and at most 1. 0.5 means fish bite twice as fast. bite-speed: 1.0 # Chance, 0 to 1, that a catch comes up twice. double-catch-chance: 0.35 # Fishing XP is multiplied by this. xp-multiplier: 2.0 # Extra rewards, each rolled on every catch while the event runs. bonus: [] feeding-frenzy: # Display name, plain text. name: "Feeding Frenzy" # How long it runs when the schedule starts it, in minutes. minutes: 10 # Boss bar colour: PINK, BLUE, RED, GREEN, YELLOW, PURPLE or WHITE. color: "BLUE" # Colours of the event's name, as #rrggbb. Two or more make a gradient that slides # along the name on the boss bar; repeat the first colour at the end for a smooth loop. colors: - "#00B4D8" - "#9BF6FF" - "#00B4D8" # Bite wait time is multiplied by this, above 0 and at most 1. 0.5 means fish bite twice as fast. bite-speed: 0.4 # Chance, 0 to 1, that a catch comes up twice. double-catch-chance: 0.0 # Fishing XP is multiplied by this. xp-multiplier: 1.0 # Extra rewards, each rolled on every catch while the event runs. bonus: [] treasure-tide: # Display name, plain text. name: "Treasure Tide" # How long it runs when the schedule starts it, in minutes. minutes: 15 # Boss bar colour: PINK, BLUE, RED, GREEN, YELLOW, PURPLE or WHITE. color: "PURPLE" # Colours of the event's name, as #rrggbb. Two or more make a gradient that slides # along the name on the boss bar; repeat the first colour at the end for a smooth loop. colors: - "#9D4EDD" - "#F1C0FF" - "#9D4EDD" # Bite wait time is multiplied by this, above 0 and at most 1. 0.5 means fish bite twice as fast. bite-speed: 0.75 # Chance, 0 to 1, that a catch comes up twice. double-catch-chance: 0.0 # Fishing XP is multiplied by this. xp-multiplier: 1.0 # Extra rewards, each rolled on every catch while the event runs. bonus: - # Chance, 0 to 1, per catch. chance: 0.05 reward: # Console commands. {player} is the player's name. commands: - "give {player} diamond 1" # Sent to the player as a success line in the server theme. Empty for none. message: "<body>The tide brought you a <accent>diamond</accent>!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.experience_orb.pickup" # What the reward is, in lines. Shown in menus that describe the reward. description: [] bottles: # Catches can be a message in a bottle, handed in to the Fisherman for a reward. enabled: true # Chance, 0 to 1, that a catch is a bottle instead. chance: 0.03 # Item the bottle is. Right-clicking it reads the message and never fills it with water. material: "GLASS_BOTTLE" # Tiers by id, each with its own chance weight, messages and reward per bottle. tiers: common: # Tier name shown on the bottle and in the Fisherman, plain text. name: "Common" # How often this tier is picked compared with the others. weight: 70 # Notes a bottle of this tier can hold, plain text. One is picked at random. messages: - "If you are reading this, the fish are biting near the old pier." - "Day 12 on the raft. Still no land. The cod are friendly at least." - "Whoever finds this: I owe you one cookie. Collect any time." - "The sea is big and I am small. Tell my sheep I love them." - "Note to self: boats do not go uphill." # Given for each bottle handed in. {count} is how many of this tier were handed in at once. # The reward's description is what the Fisherman shows this tier pays. reward: # Console commands. {player} is the player's name. commands: - "give {player} cod 4" # Sent to the player as a success line in the server theme. Empty for none. message: "<body>The Fisherman paid you for a common bottle." # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.villager.yes" # What the reward is, in lines. Shown in menus that describe the reward. description: - "4 Cod" rare: # Tier name shown on the bottle and in the Fisherman, plain text. name: "Rare" # How often this tier is picked compared with the others. weight: 25 # Notes a bottle of this tier can hold, plain text. One is picked at random. messages: - "A map, smudged. X marks... somewhere wet." - "The Silver Ghost took my best rod. Avenge me." - "Three bubbles, then silence. Old Gnarl is real." # Given for each bottle handed in. {count} is how many of this tier were handed in at once. # The reward's description is what the Fisherman shows this tier pays. reward: # Console commands. {player} is the player's name. commands: - "give {player} emerald 2" # Sent to the player as a success line in the server theme. Empty for none. message: "<body>The Fisherman paid you well for a rare bottle." # Sound key, e.g. entity.player.levelup. Empty for none. sound: "entity.villager.yes" # What the reward is, in lines. Shown in menus that describe the reward. description: - "2 Emeralds" legendary: # Tier name shown on the bottle and in the Fisherman, plain text. name: "Legendary" # How often this tier is picked compared with the others. weight: 5 # Notes a bottle of this tier can hold, plain text. One is picked at random. messages: - "To the bravest angler: the sea remembers every cast." - "This bottle has crossed every ocean. Now it is yours." # Given for each bottle handed in. {count} is how many of this tier were handed in at once. # The reward's description is what the Fisherman shows this tier pays. reward: # Console commands. {player} is the player's name. commands: - "give {player} diamond 1" # Sent to the player as a success line in the server theme. Empty for none. message: "<body>The Fisherman gasps. A legendary bottle!" # Sound key, e.g. entity.player.levelup. Empty for none. sound: "ui.toast.challenge_complete" # What the reward is, in lines. Shown in menus that describe the reward. description: - "1 Diamond" # Items the menus are built from. Menu text is in messages.yml. menu: # Frame around every menu. border: "GRAY_STAINED_GLASS_PANE" # Previous and next page. arrow: "ARROW" # Back to the previous menu. back: "SPECTRAL_ARROW" close: "BARRIER" # The summary at the top of the journal. summary: "BOOK" # The Fisherman's sign at the top of his menu. fisherman: "FISHING_ROD" # The Fisherman's hand in button. hand-in: "HOPPER" # Shown on the trophy board before the first catch. empty: "LIGHT_GRAY_STAINED_GLASS_PANE" sounds: # When a menu opens. Empty for none. open: "item.book.page_turn" # Buttons: close, back and hand in. Empty for none. click: "ui.button.click" # Opening a journal page, or turning to the next or previous one. Empty for none. page: "item.book.page_turn" commands: # Opens the journal. Takes effect on restart. journal: "journal" journal-aliases: - "fishjournal" # Opens the Fisherman, where bottles are handed in. Takes effect on restart. fisherman: "fisherman" fisherman-aliases: - "messageinabottle" - "bottles" # Trophy board and admin commands. Takes effect on restart. admin: "angler" # Permission for the journal, Fisherman and trophy board. Empty lets every player use them. player-permission: "" # Permission for the admin subcommands: event, legendary, journal reset and bottle give. admin-permission: "angler.admin"
Messages
Every line players see, in config/global/angler/messages.yml. Uses MiniMessage formatting.
Show messages.yml (102 lines)
# Player-facing text for angler. # Placeholders in {braces} are filled in by the module. # A key you delete falls back to its built-in default. bar-empty: <dark_gray>■</dark_gray> bar-full: <accent>■</accent> bottle-bad-amount: '''{amount}'' is not an amount from 1 to 64.' bottle-given: <body>Gave <accent>{amount}</accent> bottle(s) ({tier}) to <accent>{player}</accent>. bottle-handed: The Fisherman took <accent>{count}</accent> bottle(s). bottle-lore: - <muted>Tier:</muted> <white>{tier}</white> - '' - <body>Right-click to read the note. - <body>Hand it in with <white>/{command}</white> bottle-name: <accent>Message in a Bottle</accent> bottle-note: <muted>The note inside reads:</muted> bottle-note-line: <white>"{note}"</white> bottle-returned: The Fisherman only takes bottles. The rest went back to you. bottle-unknown-tier: 'No tier called ''{tier}''. Tiers: {tiers}' disabled: That part of Angler is switched off on this server. event-bad-minutes: '''{minutes}'' is not a number of minutes from 1 to 1440.' event-bar: '{event} <dark_gray>-</dark_gray> <white>{left}</white> <gray>left</gray>' event-ended: '{event} <body>is over.' event-list: '<body>Events: <accent>{events}</accent>. Running: <accent>{running}</accent>' event-none: No event is running. event-started: '{event} <body>has started! Fishing is better for <accent>{minutes}</accent> minutes.' event-stopped: <body>Stopped <accent>{event}</accent>. event-unknown: 'No event called ''{event}''. Events: {events}' fisherman-hand-in: <success>Hand in</success> fisherman-hand-in-lore: - <body>Pays for every bottle above. fisherman-lore: - <body>Place your bottles in the slots below, - <body>then hand them in or close the menu. - '' - <muted>Pays per bottle:</muted> fisherman-name: <accent>The Fisherman</accent> fisherman-tier: <white>{tier}</white><muted>:</muted> <white>{reward}</white> fisherman-title: The Fisherman journal-entry-lore: - <success>Caught</success> journal-entry-name: <white>{entry}</white> journal-loading: Your journal is still loading. Try again in a moment. journal-locked-lore: - <muted>Hint:</muted> <white>{hint}</white> journal-locked-name: <muted>Not caught yet</muted> journal-new: 'New journal entry: <accent>{entry}</accent> <muted>({count}/{total})' journal-page-done: <success>Complete</success> journal-page-lore: - <muted>Caught:</muted> <white>{have}/{total}</white> - '{bar}' journal-page-name: <accent>{page}</accent> journal-page-open: <body>Click to open. journal-page-reward: <muted>Reward:</muted> journal-page-reward-line: <white>{line}</white> journal-page-title: 'Fishing Journal: {page}' journal-reset: <body>Reset the fishing journal of <accent>{player}</accent>. journal-summary-lore: - <muted>Entries:</muted> <white>{have}/{total}</white> - <muted>Pages complete:</muted> <white>{done}/{pages}</white> - '' - '{bar} <white>{percent}%</white>' journal-summary-name: <accent>Your journal</accent> journal-title: Fishing Journal legendary-busy: A legendary fish is already out there. Clear it first. legendary-caught: You landed <accent>{fish}</accent>, weighing <accent>{weight} kg</accent>! legendary-caught-nearby: <emphasis>{player}</emphasis> landed <accent>{fish}</accent>, weighing <accent>{weight} kg</accent>! legendary-cleared: <body>The legendary fish is gone. legendary-escaped: <accent>{fish}</accent> slipped back into the deep. legendary-no-water: There is no open water near <emphasis>{player}</emphasis>. legendary-none: No legendary fish is out right now. legendary-spawned: <body><accent>{fish}</accent> surfaced near <accent>{player}</accent>. legendary-surfaced: Something huge stirs in the water near <emphasis>{player}</emphasis>. Cast into the bubbles! menu-back: <accent>Back</accent> menu-close: <accent>Close</accent> menu-next: <accent>Next page</accent> menu-previous: <accent>Previous page</accent> not-online: <emphasis>{player}</emphasis> must be online. nothing: none players-only: Only a player can do that. trophies-empty: No legendary fish has been caught yet. trophies-empty-name: <muted>No legendary fish caught yet</muted> trophies-header: '<body>Biggest legendary catches:' trophies-item-lore: - <muted>Caught by:</muted> <white>{player}</white> - <muted>Weight:</muted> <white>{weight} kg</white> - <muted>Date:</muted> <white>{date}</white> trophies-item-name: <accent>#{rank}</accent> <white>{fish}</white> trophies-line: <body><accent>#{rank}</accent> {fish} <muted>-</muted> {player} <accent>{weight} kg</accent> <muted>({date}) trophies-title: Trophy Board trophy-lore: - <body>{description} - '' - <muted>Caught by:</muted> <white>{player}</white> - <muted>Weight:</muted> <white>{weight} kg</white> - <muted>Date:</muted> <white>{date}</white> trophy-name: <accent>{fish}</accent> unknown-player: No player called <emphasis>{player}</emphasis> has played here.
