#
/////////////////////////////////////////////////////#
# ElementalRegen #
# author
- CinturonCris #
#
for All
! #
#
/////////////////////////////////////////////////////#
# Note
: You can remove a part of the section to ignore its function.
# Note no.2
: Most Strings
(commands, names, lores
) allow PlaceholderAPI placeholders.
# Note no.3
: Most Amounts
(money, regen
-delay, amount
) support dynamic amounts
(random
) with a low and high.
Blocks
:
## The block that gets broken
///
GOLD_ORE
:
## The block to replace it with.
///
replace
-block
: STONE
## The delay in which
this block regenerates to its original block type in seconds.
## Should be kept above
1
///
regen
-delay
:
7
## Vault money given to player when he breaks the block.
## Requires Vault and an Economy plugin installed.
///
money
:
1000
##
If
"value:" is activated.
value
:
(your texture here
)
## Command
(s
) executed by console once the block is broken.
///
console
-commands
:
-
'say Look the ElementalRegen plugin works!'
## Command
(s
) executed by the player.
///
player
-commands
:
-
'me I, %player%, executed this command'
## Tools required to
break
this block.
##
If they don
't have this tool they get an error message (Messages.yml)///
tool-required: DIAMOND_PICKAXE, IRON_PICKAXE
## Enchants required to break the block.
## You can, but don't have to, specify a minimum level required .
##
If they don
't have this enchant they get an error message (Messages.yml)///
enchant-required: FORTUNE;2, MENDING
## On break there can be particles displayed, Example custom particles:
# critic_wave
# fireworks
# flame_crown
# glimmer_dust
# mystic_glare
# sparkle_burst
# witch_spell
# twinkle_stars
particles: twinkle_stars
## Sound to play on location when the block is broken.
## Pay attention to the id according to your version!.///
sound: ENTITY_EXPERIENCE_ORB_PICKUP
## WARN!
## Give drops, exp and amount as it would be in vanilla.
## Set this to false to use custom drops.///
natural-break: false
## Affects all item drops, except for events.
## false == places the item in players inventory, if it's full, drops it on the ground.
##
true
== drops it on the ground.
///
drop
-naturally
:
false
## Only works when natural
-
break is set to
false.
///
drop
-item
:
## The material of the dropped item.
///
material
: GOLD_INGOT
## The name that is given to the dropped item.
///
name
:
"&e&lSUPERIOR GOLD INGOT"
## Lore applied to dropped item.
///
lores
:
-
' '
-
'&7Super gold ingot'
-
'&7mined by &f%player%'
-
' '
-
'&a&lRARE'
exp
:
##
false
== exp is added directly to players exp bar.
///
##
true
== drops it on the ground.
///
drop
-naturally
:
true
## Amount of exp dropped.
///
amount
:
100
## Enchantments and their corresponding levels you want to add to the dropped item.
## Note that these enchants are relative to your server version.
The plugin will display a warning
if any of the are invalid.
///
enchants
:
-
'FORTUNE:2'
## ItemFlags that you want added to the item.
## Valid options
: HIDE_ATTRIBUTES, HIDE_DESTROYS, HIDE_DYE, HIDE_ENCHANTS, HIDE_PLACED_ONE, HIDE_POTION_EFFECTS, HIDE_UNBREAKABLE.
///
flags
:
-
'HIDE_ENCHANTS'
## How many should the player get
?.
##
This generates a random number between, in
this
case,
0 and
5.
## Can be used everywhere where a number is needed.
for ex.
regen
-delay, money, amount.
///
amount
:
0
-
5
## It can
double drops on specific ores, give
double exp or make ores have a chance of dropping custom equips.
## Not wish to use
this
? You can completely remove it without getting
null errors.
## Below is an example.
Read more info on the spigot updates page.
///
event
:
##
Event display name, the preset
(block
) name is used in commands.
///
event
-name
:
'&3Double Diamonds'
## Display a boss bar
for all players when the event is active.
///
bossbar
:
## Text to be displayed.
///
name
:
"&cJoe&b, there's diamond everywhere!"
##
Color of the boss bar.
## Options
: BLUE, GREEN, PINK, WHITE, YELLOW, RED, PURPLE, ALL COLORS MAN
!...
///
color
: BLUE
##
Style of the boss bar.
## Options
: SOLID, SEGMENTED_6, SEGMENTED_10, SEGMENTED_12, SEGMENTED_20.
///
style
: SOLID
## Should we
double the drops or exp
?.
///
double
-drops
:
true
double
-exp
:
false
## You can also use rewards from the root section
(console
-commands
(aka commands
), player
-commands, drop
-item, etc.
).
///
commands
:
-
'say Hello, Im Cris testing the event.'
custom
-item
:
amount
:
1
material
: LEATHER_BOOTS
name
:
"&6Fancy shoes"
lores
:
-
"&fCris, look at these shoes!"
-
"&e&oBling bling bling haha"
drop
-naturally
:
false
## How rare it is to get the item.
In
this
case a
1 in
50 chance of getting it.
## Can
't use a random (low & high) number here.///
rarity: 50
##### #####
##### Blocks chaining example #####
##### #####
## Coal regenerates into Iron, Iron into Gold, Gold back to Coal.///
COAL_ORE:
replace-block: STONE
regenerate-into: IRON_ORE
regen-delay: 3
drop-naturally: true
IRON_ORE:
replace-block: STONE
regenerate-into: GOLD_ORE
regen-delay: 5
drop-naturally: true
HAY_BLOCK: ## HI BLOCK! XD
replace-block: STONE
regenerate-into: COAL_ORE
regen-delay: 10
drop-naturally: true
##### #####
##### Block chance example with simple block chaining #####
##### #####
## When you mine a stone, there's a
20
% chance it will regenerate back into emeralds, but
80
% that it will turn to stone.
## There
's also a 50-50 chance it will turn into cobblestone, or bedrock.///
STONE:
replace-block: COBBLESTONE:50;BEDROCK
regenerate-into: EMERALD_ORE:20;STONE
regen-delay: 3
natural-break: false
## Then if you mine the emerald ore, it gives you your reward, has a 50% chance to replace with STONE of COBBLE when regenerating.
## Then it turns into emerald, or stone again.///
EMERALD_ORE:
replace-block: STONE:50;COBBLESTONE
regen-delay: 2-10
regenerate-into: EMERALD_ORE:10;STONE
natural-break: false
regeneration-particles: block_frame
drop-item:
material: emerald
amount: 1
name: '
&aA cute emerald
'
lores:
- '
&7Mined with
&dMysterious Weapon
&7by
&f
%player
%
'
#End.