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Jan 26th, 2020
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  1. Messages:
  2. SpawnerUpgrade: '&eSpawner Upgraded to drop {drop} &7(&c-${amount}&7)'
  3. Cant_Buy_Upgrade: '&eYou cant buy this upgrade'
  4. Not_Enough_Money: '&eYou dont have enough money to upgrade this spawner'
  5. Cant_Place_Message: '&7You cant place this spawner here because your spawner level is &f{level} &7and the nearby spawner level is &f{nearbylevel}'
  6.  
  7. Settings:
  8. # If this is set to true it will multiply the price by the spawner stack
  9. # spawnerstack * price
  10. MultiplySpawnersByStack: true
  11.  
  12. SpawnerUpgradeGui: #Change the general settings of the spawner upgrade gui
  13. Size: 27
  14. Name: '&8&lIron Golem Spawner'
  15. FillItem:
  16. Material: 'STAINED_GLASS_PANE'
  17. Data: 7
  18.  
  19. SpawnerLevels: #Change the general settings for the spawnerlevels
  20. IRON_GOLEM: #Here you define what mob you want to upgrade
  21. Levels: #Here you define how many levels you want to be added
  22. - '1'
  23. - '2'
  24. - '3'
  25.  
  26. Sounds:
  27. OpeningInventory:
  28. Sound: 'EXPLODE'
  29. Enabled: true
  30. BoughtUpgrade:
  31. Sound: 'ORB_PICKUP'
  32. Enabled: true
  33. FailedUpgrade:
  34. Sound: 'CLICK'
  35. Enabled: true
  36.  
  37.  
  38.  
  39. SpawnerUpgradeLore: #This defines what the status placeholder will say
  40. Bought: '&a&lBought'
  41. Locked: '&c&lLocked'
  42.  
  43. SpawnerItem:
  44. Name: '&e&l&lIron Golem Spawner'
  45. Lore:
  46. - '&eMob: &fIron Golem'
  47. - '&eTier: &f{level}'
  48. - '&eStack Amount: &f{spawneramount}'
  49. Glow: true
  50.  
  51. SpawnerUpgrades:
  52. IRON_GOLEM: #This is what mob will be upgraded
  53. 1: #Every upgrade should start with 1 and make sure you has as many levels you have defined in the spawnerlevels section.
  54. Material: 'EMERALD' #This is the material the mob will drop
  55. Data: 0
  56. Name: '&2Emerald Upgrade &7(Click)'
  57. Lore:
  58. - '&8* &ePrice &f{price} (&7x{spawneramount} Spawners)'
  59. - '&8* &eDrop Type &fEmerald'
  60. - '&7'
  61. - '&7&o(( Tip: Buying this upgrade will remove'
  62. - '&7&oany previosuly owned upgrade))'
  63. - '&7'
  64. - '&7Status: {status}'
  65. Price: 15000000 #How much the upgrade will cost
  66. Slot: 12
  67. EntityName: '&6&lx{amount} &e&lIron Golem &7(&2Emerald&7)'
  68. 2: #Every upgrade should start with 1 and make sure you has as many levels you have defined in the spawnerlevels section.
  69. Material: 'DIAMOND_BLOCK' #This is the material the mob will drop
  70. Data: 0
  71. Name: '&9Diamond Block Upgrade &7(Click)'
  72. Lore:
  73. - '&8* &ePrice &f{price} (&7x{spawneramount} Spawners)'
  74. - '&8* &eDrop Type &fDiamond Block'
  75. - '&7'
  76. - '&7&o(( Tip: Buying this upgrade will remove'
  77. - '&7&oany previosuly owned upgrade))'
  78. - '&7'
  79. - '&7Status: {status}'
  80. Price: 20000000 #How much the upgrade will cost
  81. Slot: 13
  82. EntityName: '&6&lx{amount} &e&lIron Golem &7(&9Diamond Block&7)'
  83. 3: #Every upgrade should start with 1 and make sure you has as many levels you have defined in the spawnerlevels section.
  84. Material: 'EMERALD_BLOCK' #This is the material the mob will drop
  85. Data: 0
  86. Name: '&aEmerald Block Upgrade &7(Click)'
  87. Lore:
  88. - '&8* &ePrice &f{price} (&7x{spawneramount} Spawners)'
  89. - '&8* &eDrop Type &fEmerald Block'
  90. - '&7'
  91. - '&7&o(( Tip: Buying this upgrade will remove'
  92. - '&7&oany previosuly owned upgrade))'
  93. - '&7'
  94. - '&7Status: {status}'
  95. Price: 25000000 #How much the upgrade will cost
  96. Slot: 14
  97. EntityName: '&6&lx{amount} &e&lIron Golem &7(&aEmerald Block&7)'
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