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- Variables:
- {PickaxeLevel.%player%} = 1
- # This is the starting level for the pickaxe
- {PickaxeCounter.%player%} = 0
- # This is the starting blocks mined counter
- {UpgradePoints.%player%} = 0
- # This is the starting amount of points
- Options:
- ToolName: &fStarter Pickaxe &3| &fLevel &3: &b%{PickaxeLevel.%player%}% &fExp &3: &b%{PickaxeCounter.%player%}%&3/
- # This is the name for the pickaxe. You can change this however the Level and the Counter should be in the name
- UPoint: 1
- # This is how many points a player get's once a player has levelled a pickaxe up
- BlocksBroken: 100
- # This is the amount of blocks that need to be broken to a pickaxe has levelled up
- Header: &8&m--&7&m--&b&m--&3&m--&b( &f&lPICKAXE UPGRADES &b)&3&m--&b&m--&7&m--&8&m--
- Footer: &8&m--&7&m--&b&m--&3&m--&b( &f&lPICKAXE UPGRADES &b)&3&m--&b&m--&7&m--&8&m--
- Upgrade: &3(&bCurrent Level&3) &3» &f%{PickaxeLevel.%player%}% &3(&bUpgrade Points&3) &3» &f%{UpgradePoints.%player%}%
- # Header, Footer and upgrade message
- EffUP: 1
- ForUP: 1
- UnbUP: 1
- # These are how much the enchantment upgrades costs per points - Can change the amount
- UpgradeSuccess: &3(&bYou have enchanted your tool&3)
- MissingPoints: &3(&bYou need upgrade points to purchase this enchantment &3)
- # These are the messages if an upgrade is success or if a player doesn't have enough points
- on mine:
- if player is holding a pickaxe:
- add 1 to {PickaxeCounter.%player%}
- set name of tool of player to "{@ToolName}&b{@BlocksBroken}"
- if {PickaxeCounter.%player%} is greater than or equal to 100:
- add 1 to {PickaxeLevel.%player%}
- add {@UPoint} to {UpgradePoints.%player%}
- set {PickaxeCounter.%player%} to 0
- launch ball firework colored white and ball firework colored blue at targeted block timed 1
- command /upgrades:
- trigger:
- send ""
- send " {@Header}"
- send " &7&oClick on enchantments to upgrade your tool"
- send ""
- send " {@Upgrade}"
- send ""
- send ""
- json("%player%"," &7&oEfficiency||cmd:/eff||ttp:&3» &b&l{@EffUP} Upgrade Point%newline%&fIncrease your%newline%&f&lEfficiency&fon your tool|| &7&oFortune||cmd:/for||ttp:&3» &b&l{@ForUP} Upgrade Point%newline%&fIncrease your%newline%&f&oFortune &fon your tool|| &7&oUnbreaking||cmd:/unb||ttp:&3» &b&l{@UnbUP} Upgrade Point%newline%&fIncrease your%newline%&f&oUnbreaking &fon your tool")
- send ""
- send " {@Footer}"
- command /eff:
- trigger:
- if {UpgradePoints.%player%} is greater than or equal to {@EffUP}:
- send ""
- send " {@UpgradeSuccess}"
- send ""
- remove 1 from {UpgradePoints.%player%}
- evaluate "enchant player's tool with efficiency %level of efficiency of player's tool + 1%"
- else:
- send ""
- send " {@MissingPoints}"
- send ""
- command /for:
- trigger:
- if {UpgradePoints.%player%} is greater than or equal to {@ForUP}:
- send ""
- send " {@UpgradeSuccess}"
- send ""
- remove 1 from {UpgradePoints.%player%}
- evaluate "enchant player's tool with fortune %level of fortune of player's tool + 1%"
- else:
- send ""
- send " {@MissingPoints}"
- send ""
- command /unb:
- trigger:
- if {UpgradePoints.%player%} is greater than or equal to {@UnbUP}:
- send ""
- send " {@UpgradeSuccess}"
- send ""
- remove 1 from {UpgradePoints.%player%}
- evaluate "enchant player's tool with unbreaking %level of unbreaking of player's tool + 1%"
- else:
- send ""
- send " {@MissingPoints}"
- send ""
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