Basically the same as Purchasable Reward, but the reward can be collected repeatedly, even with cooldown:
cooldown[number] - specified in hours, this attribute indicates how long it takes for the reward to become available again
cooldown-format [text] - the format that is subsequently used in the placeholder for the cooldown of this reward
cooldown-general-format [text] - is used for the placeholder where the reward cooldown is formatted in %days%, %hours% and %minutes%. For example, if a reward has a cooldown of 2 days, it will return 2 for %days%, 48 for %hours% and 2880 for %minutes%
available-after-first-join [true/false] - specifies whether the reward is available on the player's first join or not, and forces the player to wait until the specified cooldown has ended.
Example configuration
# Decides if rewards will be claimable.enabled:truetype:re_purchasable_reward## Reward tag#tag:Re-Purchasable Reward## (Optional) Permission which player must have to be# able to obtain this reward.#permission:ultimaterewards.exampleRePurchasableReward# When will the reward be available again# after claiming (number is in hours - 24 hours)cooldown:24## Format which will be used to show the# general cooldown of this reward.#cooldown-general-format:"%hours% hours"## Format of the cooldown that will be displayed# when using the %cooldown% placeholder in reward GUIs.#cooldown-format:'%hours%:%minutes%:%seconds%'# Make the reward available for the player# after their first join on the server.available-after-first-join:false# Notifies players that the reward is currently availablelive-reminder-enabled:true## Which economy plugin to use.# Available options:# Experience - will use player exp# Vault# TokenManager# PlayerPoints#economy:Experience## Required balance to buy this reward.#price:160# 160 experience = 10 levels (table with levels you can find here:# https://minecraft.fandom.com/wiki/Experience#Leveling_up)## NOTE THAT ITEM & SOUND NAMES ARE SLIGHTLY DIFFERENT BETWEEN >1.12 & 1.13< VERSIONS!# SO MAKE SURE YOU ARE USING VALID ITEM NAMES (DEFAULT ONE ARE USED FROM 1.13+ VERSIONS)# OTHERWISE WILL BE REPLACED BY STONE IF INVALID NAME IS IN USE.## When player achieves the required amount of money,# this version of reward item is displayed in the inventory:#available-item:"LIME_DYE"available-display-name:"&a&lRE-PURCHASABLE REWARD"available-lore: - "&7You have enough experience" - "&7to obtain this reward!" - " " - "&7Can be obtained every &f%cooldown%" - " " - "&7Contains:" - "&e 12x Gold Ingot" - "&e 32x Carrot" - " " - "&b► Click to claim for %amount% EXP"## Whereas the player doesn't have enough required balance,# this version of reward item is displayed in the inventory:#unavailable-item:"RED_DYE"unavailable-display-name:"&c&lRE-PURCHASABLE REWARD"unavailable-lore: - "&7You need to collect" - "&7enough experience to be able obtain" - "&7this reward!" - " " - "&7Contains:" - "&7 12x Gold Ingot" - "&7 32x Carrot" - " " - "&4► Requires another %amount% EXP"## When the player has already claimed this reward:#claimed-item:"GRAY_DYE"claimed-display-name:"&C&lRE-PURCHASABLE REWARD"claimed-lore: - "&cContains:" - "&c &m12x Gold Ingot" - "&c &m32x Carrot" - " " - "&c You can purchase it for &4%amount% EXP" - "&c again in &4%cooldown%"## When the player doesn't have permission for this reward,# the following properties will be shown.#no-permission-item:BARRIERno-permission-display-name:"&c&l&mRE-PURCHASABLE REWARD"no-permission-lore: - "&c ✕ Locked, requires" - "&c %permission% permission"## Commands list that will be executed after the player# obtains this reward.# All available actions can be found at# https://revivalo.gitbook.io/ultimaterewards/## Format: () - optional value | [] - required value# [<actionType>] (<chance>):<command>## Examples:# - [console] 50:give %player% diamond 1# - this command will have a 50%# execution chance due to its property value## - [message] "&aYou have claimed your %type% reward!"# - this action will send the player a message# with the defined content## You can also use the random placeholders# from the randoms.yml file and use them in commands.# Example:# - give %player% iron_ingot %exampleRandom%# - the placeholder will be replaced by# a random number from the defined interval in randoms.yml#actions: - '[console] give %player% carrot 32' - '[console] give %player% gold_ingot 12' - '[console] say %player% claimed his %type% reward!'# - '[actionbar] &aSuccessfully claimed!' # MenuAction bar can be used only from 1.12 versions! - '[title] &aClaimed' - '[subtitle] &aReward %type%'