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- # repair stations are only used if you are using the
- # custom durability system!
- repair-station-types:
- default-repair-station:
- # the name shown above the repair station.
- displayname: Default Repair Station
- # The description to show on the repair station.
- description:
- - Allows you to repair common, magic and rare
- - items at a consierably high cost.
- # checks if the player can actually interact with the block,
- # set to false to indiscriminately allow interacting with
- # with the anvil (i.E: in protected regions.)
- check-can-interact: true
- # always prefixed with pom.repair.build.<...> (use "none" to ignore.)
- # note: this requires you to be able to be able to break the anvil!
- build-permission: defaultstation
- # always prefixed with pom.repair.use.<...> (use "none" to ignore.)
- use-permission: none
- # defines whether the players are allowed to repair
- # the given rarity on this station, set to -1 to
- # disallow the given rarity.
- # If greater-equal zero will be defined as the base
- # cost to repair, set to zero for free repair.
- #
- # Note that if a player has the 'pom.repair.ignore-cost'
- # permission they wont be expected to pay the cost.
- # Note that if you don't have vault setup the cost section
- # will be entirely ignored and repair will become free.
- allow-repairing-types:
- common: 100
- magic: 250
- rare: 500
- # cannot repair epic items.
- epic: -1
- # cannot repair unique items.
- unique: -1
- # the id we require to transform the item, note that the
- # item in question wont be dropped if the anvil is broken
- # (use a mythicid) - ignored if we got 'pom.build.ignore-cost'
- require-item-id: anvil-to-default-transformer
- # Counted in seconds, is persistent. (bypass with: pom.repair.cooldown.bypass-per-player)
- per-player-cooldown: 3600
- # Counted in seconds, is persistent. (bypass with: pom.repair.cooldown.bypass-global)
- global-cooldown: 10
- # cost increase per mod (+30%)
- cost-increase-per-mod: 0.3
- # cost increase per occupied socket (+50%)
- cost-increase-per-socket: 0.5
- # cost increase per durability (+10%)
- cost-increase-per-durability: 0.1
- # cost multiplied per repair done (on any station, +50%)
- cost-multiply-per-successive-repair: 0.5
- # these (mythicmobs) skills will be run upon a certain action.
- # the caster will be the involved player.
- # the origin will be the set as the (anvil) block itself.
- on-build-skills:
- - effect:firework{t=0;d=0;f=true;tr=true;colors=00ff99} @origin
- - effect:particlering{particle=happyVillager;radius=3;points=32;amount=1;hS=1;vS=0;repeat=3;repeatInterval=10;yoffset=0.1} @origin
- - effect:particles{p=enchantmenttable;a=20;s=0.5;repeat=4;repeatInterval=10} @origin
- on-break-skills:
- - effect:firework{t=0;d=0;f=true;tr=true;colors=ff6666} @origin
- - effect:particlering{particle=crit;radius=3;points=32;amount=1;hS=1;vS=0;repeat=6;repeatInterval=5;yoffset=0.1} @origin
- - effect:particles{p=enchantmenttable;a=20;s=0.5;repeat=4;repeatInterval=10} @origin
- on-repair-skills:
- - effect:firework{t=0;d=0;f=true;tr=true;colors=00ff99} @origin
- - effect:particlering{particle=happyVillager;radius=2;points=32;amount=2;hS=1;vS=0;repeat=3;repeatInterval=10} @origin
- # this is cast regularly at the base of the anvil, note that the ticker is
- # run async & shares the mythicmobs tick interval.
- # There is no caster here, be careful about the mechanics you add to it.
- on-tick-skills:
- - 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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