Rewards
Every payout in IgniteSky speaks the same language. Missions, milestones, prestige tiers, OneBlock phases and season placements all read one reward object, so whatever you can configure for a mission you can configure for a season win, with identical syntax and identical behaviour. There is no per-feature reward format to relearn.
The shorthand
Most of the time a reward is just a number. Write it inline and IgniteSky pays it into the island bank:
reward: 5000That keeps simple configs simple. Reach for the object form only when you want more than cash.
The full object
reward:
money: 10000 # personal money to the player (Vault); falls back to the bank if offline / no economy
bank: 5000 # deposited into the island bank
commands: # run from console on payout
- "give {player} diamond 8"
- "broadcast {owner} finished a mission!"
items: # given to the player (overflow drops at their feet)
- { material: DIAMOND, amount: 8, name: "<aqua>Bonus", lore: ["<gray>Well earned."] }
effects: # played to the player on payout (skipped if offline)
sound: ENTITY_PLAYER_LEVELUP
volume: 1.0
pitch: 1.2
title: "<gold>Reward!"
subtitle: "<gray>Nicely done"
actionbar: "<green>+8 diamonds"
particle: TOTEM_OF_UNDYING
particle-count: 30Every field is optional; include only what you want. A reward can be money-only, items-only, an effect-only celebration, or any mix.
Fields
| Field | Meaning |
|---|---|
money | Personal money paid to the player through Vault. With no player (offline / island-only payout) or no economy, it falls back to the island bank. |
bank | Deposited straight into the island bank. |
commands | Console commands run on payout. Placeholders below. |
items | Stacks given to the player. Each is material, amount, optional MiniMessage name and lore. Overflow drops at the player's feet. |
effects | A sound, title/subtitle, action bar and particle burst played to the player. Needs a player, so it is skipped for offline payouts. |
Placeholders in commands
{player}, {owner}, {island} are always available. Each site adds its own: {mission}, {level} (milestones), {tier} and {badge} (prestige), {phase} (OneBlock), {rank} (seasons).
An unknown item material, sound or particle key is skipped, not thrown. The rest of the reward still pays out.
Where it applies
| Site | File | Bare number means | Notes |
|---|---|---|---|
| Missions | progression/missions.yml | paid to the claimer | full player context |
| Milestones | progression/milestones.yml | island bank | targets the owner if online |
| Prestige | features/prestige.yml | island bank | full player context (the ascending player) |
| OneBlock phases | modes/oneblock.yml | island bank | no player context: money to bank, items skipped |
| Seasons | config.yml (seasons.rewards) | island bank | targets the owner if online |
Because the object is shared, anything new added to it lands in every one of these at once.