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Upgrade Configuration
##How to create a new upgrade path##
A new upgrade path must have this format:
ArenaType: DEFAULT: MainMenu: 'UpgradeMenu' DefaultGenerator: IRON: SpawnTime: 30 Amount: 1 GOLD: SpawnTime: 50 Amount: 1
DefaultGenerator.IRON.SpawnTime
, DefaultGenerator.IRON.Amount
, DefaultGenerator.GOLD.SpawnTime
, DefaultGenerator.GOLD.Amount
MUST be defined every time when you create a new upgrade path.
How to create a new upgrade with tiers
When you create a new upgrade you must define the action type as being 'BUY_UPGRADE' . As example
HEAL_POOL: Action: BUY_UPGRADE Slot: 14 Tier: '1': Name: '&cHeal Pool' Material: BEACON Lore: - '&7Creates a Regeneration field' - '&7around your base!' - '' - ' ' - '&7Cost: &b1 Diamond' - ' ' - <hasEnoughResources> MaterialPaid: DIAMOND Price: 1 PlayerPotionEffect: REGENERATION: Time: 40 Amplifier: 1 ActivationRadius: 5.5 Maxed: Name: '&aHeal Pool' Material: BEACON Lore: - '&7Creates a Regeneration field' - '&7around your base!' - '' - ' ' - '&aCost: &b1 Diamond' - ' ' - '&aUNLOCKED!'
Upgrade Type
- GeneratorUpgrade
GeneratorUpgrade: IRON: # generator type SpawnTime: 15 # time in ticks (20 ticks = 1 second) Amount: 2 # the amount which will be spawned every 15 ticks GOLD: SpawnTime: 40 Amount: 2 EMERALD: SpawnTime: 40 Amount: 2
- EnemyTrap
EnemyTrap: ActivationRadius: 5.5 # Distance between an enemy and the team bed RADIUS_ENEMY: # add the effects from above to the enemy in the range (ActivationRange: 5.5) BLINDNESS: # Potion Type Time: 5 Amplifier: 1 SLOW: #Potion Type Time: 5 Amplifier: 1 onTriggered: # All from above will get execute when the trap gets triggered DecreaseTier: - MINER_FATIGUE - COUNTER_OFFESIVE - BLINDNESS_SLOWNESS SendMessage: ALL_TEAM: Message: '&aYour trap has been triggered' SendTitle: ALL_TEAM: Title: 'Your trap has been triggered' SubTitle: '' FadeIn: 20 FadeOut: 40 Stay: 40 PlaySound: ALL_TEAM: Sound: ENTITY_ENDERMAN_TELEPORT Volume: 1.0 Pitch: 1.0
- TeamPotionEffect
HEAL_POOL: Action: BUY_UPGRADE Slot: 14 Tier: '1': Name: '&cHeal Pool' Material: BEACON Lore: - '&7Creates a Regeneration field' - '&7around your base!' - '' - ' ' - '&7Cost: &b1 Diamond' - ' ' - <hasEnoughResources> MaterialPaid: DIAMOND Price: 1 TeamPotionEffect: REGENERATION: Time: 40 Amplifier: 1 ActivationRadius: 5.5 # if you don't define ActivationRange it will gets executed one time Maxed: Name: '&aHeal Pool' Material: BEACON Lore: - '&7Creates a Regeneration field' - '&7around your base!' - '' - ' ' - '&aCost: &b1 Diamond' - ' ' - '&aUNLOCKED!'
SHARPNESS_SWORD: Action: BUY_UPGRADE Slot: 10 Tier: '1': Name: '&cSharpnened Swords' Material: IRON_SWORD Lore: - '&7Your team permanently gains' - '&7Sharpness I on all swords and' - '&7axes!' - ' ' - '&7Cost: &b4 Diamonds' - '' - <hasEnoughResources> MaterialPaid: DIAMOND Price: 4 TeamEnchantment: SWORD: DAMAGE_ALL: Level: 1 Maxed: Name: '&aSharpnened Swords' Material: IRON_SWORD Lore: - '&7Your team permanently gains' - '&7Sharpness I on all swords and' - '&7axes!' - ' ' - '&aCost: &b4 Diamonds' - '' - '&aUNLOCKED!'
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