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DavidRockin

PrimeSpawners idea

Jul 3rd, 2019
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  1.  
  2. # Global spawner configuration
  3. # Each individual spawner will override these global settings
  4. global:
  5.   # The general name of this spawner
  6.   name: '&b&l%type%'
  7.  
  8.   # The visual block of this spawner
  9.   material: MOB_SPAWNER
  10.  
  11.   # Spawner hologram options
  12.   hologram:
  13.     title: '&b&l%name%%type% &e(%level%)'
  14.     subtitle: '&aSpawning in %time%!'
  15.     playerRadius: 70
  16.  
  17.   # Players within this radius will allow the spawner to spawn
  18.   playerRadius: 30
  19.  
  20.   # Only applies to specific spawners
  21.   allowHoppers: true
  22.  
  23.   # Allow players to manage this spawner, otherwise it will be restricted
  24.   # to the owner of the spawner
  25.   allowPlayerAccess: true
  26.  
  27.   # Allows players to toggle spawn protection for items/entities
  28.   allowSpawnProtection: true
  29.  
  30.   # Permits players to adjust the speed of the spawner or disable it
  31.   allowSpeedToggle: true
  32.  
  33.   # Maximum players that can be assigned to a spawner
  34.   maximumPlayers: 10
  35.  
  36.   # Spawner upgrading abilities
  37.   upgrade:
  38.    # Maximum level for spawners, set to 0 for no limit
  39.     maxLevel: 15
  40.  
  41.     # Allows players to stack spawners of the same type
  42.     allowStacking: true
  43.  
  44.   # Options related to removing/breaking this spawner
  45.   destruction:
  46.    # If true, the player MUST use silk touch to harvest this spawner
  47.     requireSilkTouch: true
  48.  
  49.     # Permit spawner owners to remove the spawner in the GUI
  50.     allowGuiRemove: true
  51.  
  52.     # If a player is in creative mode, the spawner will drop when broken
  53.     allowCreative: true
  54.  
  55.   # General costs for spawners
  56.   costs:
  57.    # The cost to upgrade per level
  58.     upgradeCost: 1500
  59.  
  60.     # If negative you can refund the player money, recommended ONLY if you prevent
  61.     # players from removing/breaking their spawners
  62.     destructionCost: 25
  63.  
  64.     # The price to add a player to the spawner
  65.     addPlayer: 50
  66.  
  67.     # Which currency to charge players for: money or experience
  68.     currency: money
  69.  
  70.   # General spawning configuration
  71.   spawning:
  72.    # Maximum number of entities/items to be alive at once
  73.     maximum: 30
  74.  
  75.     # Time to spawn in seconds
  76.     # if 0, then we'll go by the tickRate and use random percentage
  77.     time: 60
  78.  
  79.     # Random chance to spawn
  80.     # if 0 or 100, then the spawner will spawn when the `time` has elapsed
  81.     baseRandom: 25
  82.  
  83.     # Amount of entities to spawn
  84.     baseAmount: 1
  85.  
  86.     # Adjust spawning amounts
  87.     amountPerLevel:
  88.      # Amount of entities to spawn
  89.       amount: 0.25
  90.  
  91.       # Either add, subtract, divide or multiply the amount
  92.       # For example, if we subtract:
  93.       #   Spawner Amount = Base Time + (amount * level)
  94.       operation: add
  95.  
  96.     # Adjust the spawning time PER level
  97.     timePerLevel:
  98.      # Amount of time to adjust
  99.       amount: 5
  100.  
  101.       # Either add, subtract, divide or multiply the base spawn time by this amount
  102.       # For example, if we subtract:
  103.       #   Spawner Time = Base Time - (amount * level)
  104.       operation: subtract
  105.  
  106.     # Randomness multiplier PER level
  107.     randomPerLevel:
  108.      # The additional amount of randomness %
  109.       amount: 5
  110.  
  111.       # Either add, subtract, divide or multiply the base randomness by this amount
  112.       # For example, if we add:
  113.       #   Spawner Randomness = Base Random + (amount * level)
  114.       operation: add
  115.  
  116.   # General protection for spawners
  117.   protection:
  118.    # Protects against explosions
  119.     explosion: true
  120.  
  121.     # Protects against entity damages
  122.     entityDamage: true
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