boosters.yml
boosters.yml defines the three things a player buys and then uses on a
spawner: boosters, tickets and wands. It carries no
config-version and is not merged on update, the same as spawners.yml —
delete an entry and it stays deleted. Where each is drawn in the buying menu
is menus/boosters.yml instead; this file is only what each one is, what it
costs, and what tags its item lore may use. The words themselves — kinds,
scopes, and the lore lines — live beside each definition here, not in
messages.yml.
For how each of these behaves once bought, see Boosters, tickets and wands.
Boosters
Section titled “Boosters”A booster is a multiplier bought as an item instead of paid for as a
permanent upgrade. A SPAWNER-scope booster is used on one spawner and lives
in that block; an ALL-scope booster is used from the hand anywhere and
covers everything its owner has, on every server sharing the database.
boosters: item: lore: - '<gray><kind> <white>x<factor>' - '<gray>Covers: <white><scope>' - '<gray>Lasts: <white><duration>' - '' - '<green>Right-click a spawner to use it' kinds: amount: 'Production' delay: 'Speed' experience: 'Experience' drops: 'Drops' sell: 'Sale price' scopes: spawner: 'one spawner' all: 'everything you own'
types: rush: display: '<gold>Rush Booster' item: { material: BLAZE_POWDER, model: 0 } scope: SPAWNER # SPAWNER or ALL kind: AMOUNT # AMOUNT, DELAY, EXPERIENCE, DROPS or SELL factor: 2.0 duration: 30m # 30m, 1h30m, 2d. 0 lasts until uses run out uses: -1 # -1 is unlimited. Only meaningful for SPAWNER price: 50000
empire: display: '<light_purple>Empire Booster' item: { material: NETHER_STAR, model: 0 } scope: ALL kind: AMOUNT factor: 1.5 duration: 1h uses: -1 price: 400000uses only applies to SPAWNER scope — an ALL booster ignores it and is
always treated as unlimited, since one owner could otherwise burn a hundred
uses across fifty spawners in a couple of seconds. Within one scope, one
booster of each kind runs at a time: buying a second of the same kind
replaces the first rather than stacking with it.
Tickets
Section titled “Tickets”A ticket is the same upgrade the menu sells, paid for once and carried about as an item, instead of wearing off like a booster.
tickets: overflow: refund: 'hands the rest back' partial: 'raises what fits' refuse: 'does nothing'
types: amount-10: display: '<gold>Amount Ticket <white>x10' item: { material: PAPER, model: 0 } upgrade: AMOUNT # RANGE, DELAY, AMOUNT, CAPACITY, XP, or ANY levels: 10 overflow: REFUND # REFUND, PARTIAL, or REFUSE price: 200000
any-5: display: '<light_purple>Upgrade Ticket <white>x5' item: { material: PAPER, model: 0 } upgrade: ANY levels: 5 overflow: REFUND price: 120000upgrade: ANY lets the player pick which of the five axes the ticket raises
when it is used. overflow decides what happens when a ticket’s levels would
push a spawner past its type’s max-level: REFUND raises what fits and
hands back a smaller ticket for the rest (nothing bought is lost), PARTIAL
raises what fits and spends the whole ticket, REFUSE does nothing and says
how many levels are left.
A wand does to several spawners at once what the spawner menu does to one.
wands: largest-radius: 8 kinds: sell: 'Sells what it reaches' experience: 'Takes the experience'
types: sell: display: '<green>Sell Wand' item: { material: BLAZE_ROD, model: 0 } kind: SELL # SELL or EXPERIENCE uses: 100 # -1 is unlimited radius: 5 # blocks around the clicked spawner also reached; 0 = only that one price: 150000
experience: display: '<green>Experience Wand' item: { material: STICK, model: 0 } kind: EXPERIENCE uses: -1 radius: 5 price: 100000largest-radius is the ceiling any wand’s radius is clamped to. A wand’s
uses count is spent once per click, not once per spawner reached, and is
stored in the item itself, so giving the wand away carries however many uses
are left on it.