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Jul 12th, 2018
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  1. # repair stations are only used if you are using the
  2. # custom durability system!
  3.  
  4. repair-station-types:
  5.   default-repair-station:
  6.    # the name shown above the repair station.
  7.     displayname: Default Repair Station
  8.     # The description to show on the repair station.
  9.     description:
  10.      - Allows you to repair common, magic and rare
  11.       - items at a consierably high cost.
  12.     # checks if the player can actually interact with the block,
  13.     #  set to false to indiscriminately allow interacting with
  14.     #  with the anvil (i.E: in protected regions.)
  15.     check-can-interact: true
  16.     # always prefixed with pom.repair.build.<...> (use "none" to ignore.)
  17.     #  note: this requires you to be able to be able to break the anvil!
  18.     build-permission: defaultstation
  19.     # always prefixed with pom.repair.use.<...> (use "none" to ignore.)
  20.     use-permission: none
  21.     # defines whether the players are allowed to repair
  22.     #  the given rarity on this station, set to -1 to
  23.     #  disallow the given rarity.
  24.     # If greater-equal zero will be defined as the base
  25.     #  cost to repair, set to zero for free repair.
  26.     #
  27.     # Note that if a player has the 'pom.repair.ignore-cost'
  28.     #  permission they wont be expected to pay the cost.
  29.     # Note that if you don't have vault setup the cost section
  30.     #  will be entirely ignored and repair will become free.
  31.     allow-repairing-types:
  32.       common: 100
  33.       magic: 250
  34.       rare: 500
  35.       # cannot repair epic items.
  36.       epic: -1
  37.       # cannot repair unique items.
  38.       unique: -1
  39.     # the id we require to transform the item, note that the
  40.     # item in question wont be dropped if the anvil is broken
  41.     # (use a mythicid) - ignored if we got 'pom.build.ignore-cost'
  42.     require-item-id: anvil-to-default-transformer
  43.     # Counted in seconds, is persistent. (bypass with: pom.repair.cooldown.bypass-per-player)
  44.     per-player-cooldown: 3600
  45.     # Counted in seconds, is persistent. (bypass with: pom.repair.cooldown.bypass-global)
  46.     global-cooldown: 10
  47.     # cost increase per mod (+30%)
  48.     cost-increase-per-mod: 0.3
  49.     # cost increase per occupied socket (+50%)
  50.     cost-increase-per-socket: 0.5
  51.     # cost increase per durability (+10%)
  52.     cost-increase-per-durability: 0.1
  53.     # cost multiplied per repair done (on any station, +50%)
  54.     cost-multiply-per-successive-repair: 0.5
  55.     # these (mythicmobs) skills will be run upon a certain action.
  56.     #  the caster will be the involved player.
  57.     #  the origin will be the set as the (anvil) block itself.
  58.     on-build-skills:
  59.      - effect:firework{t=0;d=0;f=true;tr=true;colors=00ff99} @origin
  60.       - effect:particlering{particle=happyVillager;radius=3;points=32;amount=1;hS=1;vS=0;repeat=3;repeatInterval=10;yoffset=0.1} @origin
  61.       - effect:particles{p=enchantmenttable;a=20;s=0.5;repeat=4;repeatInterval=10} @origin
  62.     on-break-skills:
  63.      - effect:firework{t=0;d=0;f=true;tr=true;colors=ff6666} @origin
  64.       - effect:particlering{particle=crit;radius=3;points=32;amount=1;hS=1;vS=0;repeat=6;repeatInterval=5;yoffset=0.1} @origin
  65.       - effect:particles{p=enchantmenttable;a=20;s=0.5;repeat=4;repeatInterval=10} @origin
  66.     on-repair-skills:
  67.      - effect:firework{t=0;d=0;f=true;tr=true;colors=00ff99} @origin
  68.       - effect:particlering{particle=happyVillager;radius=2;points=32;amount=2;hS=1;vS=0;repeat=3;repeatInterval=10} @origin
  69.     # this is cast regularly at the base of the anvil, note that the ticker is
  70.     #   run async & shares the mythicmobs tick interval.
  71.     # There is no caster here, be careful about the mechanics you add to it.
  72.     on-tick-skills:
  73.      - effect:particlering{particle=happyVillager;radius=1.25;points=32;amount=1;hS=1;vS=0;s=1.5;yoffset=1.5} @origin
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