Rewards
Everything a wheel can hand out, and how the odds works!
How Rewards Work
Each wheel has a list of rewards under rewards: in its wheels/<id>.yml. When a player spins, the server picks a reward first (by weight), then animates the wheel to land on it, so the visible result always matches the real outcome.
A wheel renders one segment per active reward (2–12). A reward is active when enabled: true.
Weights & Chance
chance is a weight, not a fixed percentage. A reward's real win chance is its weight divided by the total weight of all active rewards.
Good to know!
Example: weights of 25, 30, 30, 15 total 100, so they win 25%, 30%, 30%, 15%. If you disable one, the others' real chances rise automatically.
Reward Fields
rewards:
diamonds:
display-name: "<#55FFFF>5 Diamonds <#555555>(<chance>)"
chance: 25.0
enabled: true
segment-color: "24b6c4" # wheel wedge colour (BLOCKS style)
permission: "" # optional; blank = anyone can win it
message: "<green>You won 5 Diamonds!" # optional per-win message
sound: "minecraft:entity.player.levelup 1 1" # optional per-win sound
commands:
- "give %player% diamond 5"
lore:
- "<gray>A handful of the good stuff."
icon:
material: DIAMOND
amount: 5
glow: false| Field | Meaning |
|---|---|
display-name | The reward's name label. Supports colours and <chance> / <name>. |
chance | Weight used for the draw (see above). |
enabled | Whether the reward is active (gets a segment). |
segment-color | Wedge colour in BLOCKS appearance style. |
permission | If set, only players with it can win this reward. |
message | Message sent to the winner (blank = default). |
sound | Sound played on this specific win. |
commands | Console commands run on win. |
lore | Lines shown under the reward name in the world. |
icon | The item shown on the segment (see below). |
Reward Commands
Commands in the commands: list run from console when the reward is won. Placeholders:
%player%-> the winner's name%reward%-> the reward's display name%wheel%-> the wheel's display name
commands:
- "eco give %player% 10000"
- "give %player% diamond_block 1"Items Save (Exact vs Simple)
When you add a reward or press Pick from inventory, a popup asks how the item should be saved before the inventory picker opens:
| Mode | What is stored |
|---|---|
| Exact copy (recommended) | A byte-for-byte copy everything the item carried is kept: enchantments, custom name, lore, potion effects, custom model data and any other NBT / data components. |
| Simple | Only the plain material / amount (and model data), so you can freely edit the fields by hand. |
