Single File Generator Configuration
Who doesn't like organized config files?
snow_generator:
# The display name of the generator that will be used across messages
display-name: "#81FFFB&lSnow Generator"
# How often should the generator drop? (in seconds)
interval: 20
# Is the generator corrupted?
# If the generator is corrupted, it will break occasionally and player need
# to fix them by shift + right-clicking the generator and pay set amount of money
# Set the corrupted algorithm on "config.yml"
corrupted:
enabled: true
cost: 5000 # The cost to fix the corruption
chance: 6.25 # Chance that the generator will be broken
# The upgrade system for the generator
upgrade:
# The generator that will be used upon upgrading
# If you don't want the generator to be upgradeable, simply put "null"
next-generator: null
upgrade-cost: 10000
# The generator item
item:
material: SNOW_BLOCK
display-name: "#81FFFB&lSnow Generator"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Purchasable Generator"
- "&7"
- "#81FFFB&lINFO"
- "&8Time: &f20 seconds"
- "&8Generator Tier: &f24"
- "&8Corruption Chance: &f6.25%"
- "&aUpgrade Cost: &a&nNon Upgradable"
- "&cReparation Cost: &c&n$50,000,000"
- "&7"
- "#81FFFB&lPossible Drops"
- "&7Snow &8(value: &a$4800&8)"
- "&7Condensed Snow &8(value: &a$5600&8)"
- "&7Money &8(value: &a$6000&8)"
- "&7"
- "&7&oPlace down to activate the generator"
# List of drops that can be dropped from the generators
drops:
# Unique identifier, could be anything
'0':
chance: 60 # The chance that this drop will be chosen
sell-value: 5600 # The sell value of the drop item (only for dropped items)
commands: [] # Commands that will be executed
item:
material: NETHER_STAR
display-name: "#5DB6FF&lSnow &a(/sell for money)"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Generator Drop Level 27"
- "&7"
- "&7Use &a/sell &7to sell this for &a&n$5600"
- "&7"
- "&e&lGENERATOR DROP!"
'1':
chance: 20 # The chance that this drop will be chosen
sell-value: 5600 # The sell value of the drop item (only for dropped items)
commands: [] # Commands that will be executed
item:
material: head;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTdjNjZmNWE0YjQwODAwNWIzMzZkYTY2NzZlOGY2YTJhNjdlZWEzMTVmYjdlOTEzNjBhY2MwNDc4MDJmYTMyMCJ9fX0=
display-name: "#5DB6FF&lCondensed Snow &a(/sell for money)"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Generator Drop Level 27"
- "&7"
- "&7Use &a/sell &7to sell this for &a&n$6000"
- "&7"
- "&e&lCONDENSED DROP!"
'2':
chance: 20 # The chance that this drop will be chosen
commands:
- "eco give {player} 6500"
earth_generator:
# The display name of the generator that will be used across messages
display-name: "#935828&lEarth Generator"
# How often should the generator drop? (in seconds)
interval: 20
# Is the generator corrupted?
# If the generator is corrupted, it will break occasionally and player need
# to fix them by shift + right-clicking the generator and pay set amount of money
# Set the corrupted algorithm on "config.yml"
corrupted:
enabled: true
cost: 50000000 # The cost to fix the corruption
chance: 6.5 # Chance that the generator will be broken
# The upgrade system for the generator
upgrade:
# The generator that will be used upon upgrading
# If you don't want the generator to be upgradeable, simply put "null"
next-generator: null
upgrade-cost: 10000
# The generator item
item:
material: DRIPSTONE_BLOCK
display-name: "#935828&lEarth Generator"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Purchasable Generator"
- "&7"
- "#935828&lINFO"
- "&8Time: &f20 seconds"
- "&8Generator Tier: &f24"
- "&8Corruption Chance: &f6.5%"
- "&aUpgrade Cost: &a&nUn-Upgradable"
- "&cReparation Cost: &c&n$50,000,000"
- "&7"
- "#935828&lPossible Drops"
- "&7Nether Star &8(value: &a$4800&8)"
- "&7Condensed Nether star &8(value: &a$5600&8)"
- "&7Money &8(value: &a$6000&8)"
- "&7"
- "&7&oPlace down to activate the generator"
# List of drops that can be dropped from the generators
drops:
# Unique identifier, could be anything
'0':
chance: 60 # The chance that this drop will be chosen
sell-value: 6000 # The sell value of the drop item (only for dropped items)
commands: [] # Commands that will be executed
item:
material: POINTED_DRIPSTONE
display-name: "#935828&lEarth &a(/sell for money)"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Generator Drop Level 28"
- "&7"
- "&7Use &a/sell &7to sell this for &a&n$6000"
- "&7"
- "&e&lGENERATOR DROP!"
'1':
chance: 20 # The chance that this drop will be chosen
sell-value: 6500 # The sell value of the drop item (only for dropped items)
commands: [] # Commands that will be executed
item:
material: head;eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOWM4YzljMTAxM2NlNzQ5MTE1MTc0NGQzZTYyOTYyN2UxNjk5MWZhYTY2ZTk0NDAwNzRmY2ZiYWVmMGE4ZmM4OCJ9fX0=
display-name: "#935828&lCondensed Earth &a(/sell for money)"
# Enchantment Format:
# <ENCHANT>;<LEVEL>
# Example: DURABILITY;1
enchantments: [ ]
# Item Flag Example:
# - HIDE_ATTRIBUTES
# - HIDE_ENCHANTS
flags: [ ]
custom-model-data: 0
lore:
- "&8Generator Drop Level 28"
- "&7"
- "&7Use &a/sell &7to sell this for &a&n$6500"
- "&7"
- "&e&lCONDENSED DROP!"
'2':
chance: 20 # The chance that this drop will be chosen
commands:
- "eco give {player} 7000"Last updated