prestige.yml
ManticSwords Configuration Files
# Prestige is player based.
# If you enable sword level resetting in this file, we urge you to enable player-based-sword-levels in config.yml
enabled: true
max-prestige: 10
# +=======================================+
# | MOB RESTRICTIONS | *IMPORTANT* |
# +=======================================+
#
# This is where you can restrict mobs to certain prestige levels.
#
# If a mob is not present below, everyone will be able to kill it.
#
# If a mob is present below, only players with the required prestige level and
# above will be able to kill it.
#
# Prestige 1 unlocks zombies.
# Prestige 2 unlocks skeletons.
# Prestige 3 unlocks spiders.
# Prestige 4 unlocks creepers.
# Prestige 5 unlocks endermen.
# Prestige 6 unlocks blaze.
# Prestige 7 unlocks witches.
# Prestige 8 unlocks guardians.
#
unlock-mobs:
- prestige: 1
mob: ZOMBIE
- prestige: 2
mob: SKELETON
- prestige: 3
mob: SPIDER
- prestige: 4
mob: CREEPER
- prestige: 5
mob: ENDERMAN
- prestige: 6
mob: BLAZE
- prestige: 7
mob: WITCH
- prestige: 8
mob: GUARDIAN
# +=======================================+
# | COSTS/REQUIREMENTS | *IMPORTANT* |
# +=======================================+
# Players must have broken the required mobs to prestige to the level.
# If a player does not meet the requirements, they will not be able to prestige.
# Use 'ANY' to allow any mob to be killed.
#
# Additionally, you are also able to add costs such as money (Vault), local currency (i.e. tokens), and xp.
# Put 'maxed-enchants' to true if you want to require the player to have maxed the tool's enchants.
#
# (ranges can be used, e.g. 1-5)
costs-and-requirements:
'1':
money: 1000.0
local-currency: 100.0
xp: 0.0
maxed-enchants: false
mobs:
ZOMBIE: 50
'2':
money: 5000.0
local-currency: 500.0
xp: 0.0
maxed-enchants: false
mobs:
ZOMBIE: 100
SKELETON: 50
'3':
money: 15000.0
local-currency: 1500.0
xp: 0.0
maxed-enchants: false
mobs:
ZOMBIE: 150
SPIDER: 50
SKELETON: 100
'4':
money: 50000.0
local-currency: 5000.0
xp: 0.0
maxed-enchants: false
mobs:
CREEPER: 50
ZOMBIE: 200
SPIDER: 100
SKELETON: 150
'5':
money: 100000.0
local-currency: 10000.0
xp: 0.0
maxed-enchants: true
mobs:
ENDERMAN: 50
CREEPER: 100
ZOMBIE: 250
SPIDER: 150
SKELETON: 200
'6':
money: 250000.0
local-currency: 25000.0
xp: 0.0
maxed-enchants: true
mobs:
ENDERMAN: 100
CREEPER: 150
ZOMBIE: 300
BLAZE: 50
SPIDER: 200
SKELETON: 250
'7':
money: 500000.0
local-currency: 50000.0
xp: 0.0
maxed-enchants: true
mobs:
ENDERMAN: 150
CREEPER: 200
ZOMBIE: 350
BLAZE: 100
WITCH: 50
SPIDER: 250
SKELETON: 300
'8':
money: 1000000.0
local-currency: 100000.0
xp: 0.0
maxed-enchants: true
mobs:
ENDERMAN: 200
GUARDIAN: 50
CREEPER: 250
ZOMBIE: 400
BLAZE: 150
WITCH: 100
SPIDER: 300
SKELETON: 350
# +=======================================+
# | MODIFIERS | *IMPORTANT* |
# +=======================================+
# As you may have noticed, the example set has a lot of modifiers.
# These modifiers are what make the set do something.
# 0.0 - No change
# 1.0 - 100% increase
# 0.33 - 33% increase
# -1.0 - 100% decrease
# -0.75 - 75% decrease
# and so on...
#
# == EXTRA MODIFIERS ==
# (currency, money, xp)
# Extra modifiers are added to the previous modifier.
# For example, if you have a extra modifier of 0.5 and no previous modifier (or a base of 0),
# then the final modifier will be 0.5.
# If you have a extra modifier of 0.25 and a previous modifier of 0.5,
# then the final modifier will be 0.75.
# and so on...
#
# == BASE MODIFIERS ==
# (base-currency, base-money, base-xp)
# Base modifiers will ignore the previous modifiers, and be the base of the final modifier.
# For example, if you have a base modifier of 0.05 and a previous modifier of 0.025,
# then the final modifier will be 0.05 (plus any extra modifiers of that prestige level).
# Setting a base modifier to -1 will ignore the base modifier.
#
# == ENCHANT MODIFIERS ==
# (enchant-<enchant-id>) (enchant-id is case-sensitive and can be found in enchant-list.txt)
# Enchant modifiers will add the level of the enchant to the final modifier. (cannot be decimal)
#
# == EXAMPLE ==
# The default example is a 5 level prestige system.
# The first 4 levels have no base modifiers, and a extra modifier of 0.05.
# The last level has a base modifier of 0.5, and a extra modifier of 0.05.
#
# This means at prestige 4, each previous modifier will be added.
# e.g. xp modifier at prestige 4 will be 0.2 (0.05 + 0.05 + 0.05 + 0.05).
# But at prestige 5, the base modifier will be 0.5, and the extra modifier will be 0.05.
# e.g. xp modifier at prestige 5 will be 0.55 (0.5 + 0.05).
#
# Prestige 5 gives 5 extra max levels to token_finder enchant.
# == LEVEL UP COMMANDS ==
# Level up commands are ran when a player prestige levels up.
# Placeholder for player name (case-sensitive): {player}
#
# E.g. On prestige level 5, the player will be given 1,000,000 money.
#
# (ranges can be used, e.g. 1-5)
# (Enable reset-sword-levels to reset sword levels on prestige level up)
# <!> You can create as many prestige levels as you want <!>
#
# External Modifiers (base- can be used): 'cube-generator', 'kore-mobcoins', 'kore-collector-sell'
modifiers-and-actions:
'1':
modifiers:
money: 0.05
xp: 0.5
currency: 0.05
level-up-commands: []
reset-sword-levels: false
'2':
modifiers:
money: 0.05
xp: 0.5
currency: 0.05
level-up-commands: []
reset-sword-levels: false
'3':
modifiers:
money: 0.05
xp: 0.5
currency: 0.05
level-up-commands: []
reset-sword-levels: false
'4':
modifiers:
money: 0.05
xp: 0.5
currency: 0.05
level-up-commands: []
reset-sword-levels: false
'5':
modifiers:
base-money: 0.5
money: 0.05
enchant-token_finder: 5.0
xp: 0.5
currency: 0.05
base-currency: 0.5
base-xp: 0.5
level-up-commands:
- eco give {player} 1000000
reset-sword-levels: false
external-modifiers:
'1':
modifiers:
money: 0.05
xp: 0.5
currency: 0.05
level-up-commands: []
reset-sword-levels: false
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