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pickaxe quality.yml

Jan Kluka edited this page Jul 22, 2026 · 1 revision
# Pickaxe Quality
#
# Quality is a permanent upgrade that lives on the pickaxe itself. Every pickaxe starts at
# Tier 0 (no bonus at all) and each tier a player buys permanently multiplies what that
# pickaxe earns while mining.
#
# Because the tier is stored on the pickaxe, a player who loses their pickaxe loses its
# quality - pair this with the Soulbind enchant if you would rather they keep it.
# Aliases for the command that opens the Pickaxe Quality menu.
main-command-aliases:
  - pickaxequality
  - pquality
  - pq
# Which gains a tier's multipliers apply to. Turn any of these off to keep the others.
apply-to:
  # Currency earned while mining (block rewards, sell enchants, AutoSell, Auto Miner).
  # Stacks multiplicatively with Pickaxe Skins and the Multipliers module.
  currencies: true
  # Experience the pickaxe itself gains (Pickaxe Levels module).
  pickaxe-exp: true
  # Battle Pass XP earned from mining (Battle Pass module).
  battlepass-xp: true
# Name shown for a pickaxe that has not been upgraded yet.
base-tier-display-name: '<gray>Tier 0'
# Tiers 1..max-tier are generated from these formulas. The variable is 'tier'.
# Set 'cost' to '' to define every tier by hand under 'tiers' below instead.
tier-formula:
  max-tier: 10
  # Currency every generated tier is bought with (must exist in currencies.yml).
  cost-currency: tokens
  # Price of each tier. Tier 1 costs 1M tokens, tier 10 costs ~19.7B.
  cost: '1000000 * pow(3, tier - 1)'
  # Display name of each generated tier. %tier% is the tier number.
  display-name: '<gradient:#00E5FF:#00838F><bold>Tier %tier%</bold></gradient>'
  # Multiplier applied per currency. Tier 1 = 1.1x, Tier 10 = 2x.
  multipliers:
    tokens: '1 + 0.1 * tier'
    gems: '1 + 0.1 * tier'
    money: '1 + 0.1 * tier'
  # Multiplier applied to pickaxe experience (Pickaxe Levels). Tier 10 = 1.5x.
  pickaxe-exp-multiplier: '1 + 0.05 * tier'
  # Multiplier applied to Battle Pass XP from mining. Tier 10 = 1.5x.
  battlepass-xp-multiplier: '1 + 0.05 * tier'
# Per-tier overrides. Anything set here wins over the formula above; anything left out keeps
# the generated value. Costs are read as text, so exponent notation ('2.5E30') is safe.
tiers:
  '10':
    # Commands run when a player reaches this tier. %player% is their name.
    rewards:
      - 'broadcast &b%player% &7has maxed out their pickaxe quality!'
# The menu opened by the command above and by the Quality button in the pickaxe menu.
quality_menu:
  title: '<gradient:#00E5FF:#00838F>Pickaxe Quality</gradient>'
  lines: 5
  # Material used to fill every unused slot. Set to '' to leave them empty.
  empty_slots: GRAY_STAINED_GLASS_PANE
  # Template used for each line of the '%multipliers%' / '%next_multipliers%' lore expansions.
  multiplier-line: ' <italic:false><aqua>▎</aqua> <white>%currency%: </white><aqua>x%multiplier%</aqua>'
  # Shown in place of the expansion when a tier has no multipliers at all (e.g. Tier 0).
  no-multipliers-lore:
    - ' <italic:false><gray>No bonuses yet.</gray>'
  # Purely decorative items. Each entry may use 'slot' or a list of 'slots'.
  decorations:
    border:
      material: CYAN_STAINED_GLASS_PANE
      name: ' '
      slots: [ 0, 1, 2, 3, 4, 5, 6, 7, 8, 36, 37, 38, 39, 40, 41, 42, 43, 44 ]
  # Shows the player's actual pickaxe.
  pickaxe_item:
    enabled: true
    slot: 20
  # The current-quality info item.
  display:
    enabled: true
    slot: 22
    material: NETHER_STAR
    custom_model_data: 0
    glow: true
    name: '<gradient:#00E5FF:#00838F><bold>Pickaxe Quality</bold></gradient>'
    lore:
      - ' '
      - '<italic:false><gray>Your pickaxe''s quality is a permanent</gray>'
      - '<italic:false><gray>multiplier to everything you mine.</gray>'
      - ' '
      - '<italic:false><white>Current: </white>%tier_name% <dark_gray>(%tier%/%max_tier%)</dark_gray>'
      - '%multipliers%'
      - ' '
      - '<italic:false><white>Your Balance: </white><aqua>%balance%</aqua>'
  # Buy buttons. 'amount' is a number of tiers or 'max' to buy as many as affordable.
  upgrade_buttons:
    one:
      enabled: true
      slot: 24
      amount: 1
      material: LIME_DYE
      custom_model_data: 0
      name: '<green><bold>UPGRADE</bold></green>'
      lore:
        - ' '
        - '<italic:false><white>Next: </white>%next_tier_name%'
        - '%next_multipliers%'
        - ' '
        - '<italic:false><white>Price: </white><aqua>%cost% %currency%</aqua>'
        - ' '
        - '<italic:false><gray><italic>(( Click to upgrade ))</italic></gray>'
    max:
      enabled: false
      slot: 25
      amount: max
      material: EMERALD_BLOCK
      custom_model_data: 0
      name: '<green><bold>UPGRADE MAX</bold></green>'
      lore:
        - ' '
        - '<italic:false><white>Tiers you can afford: </white><aqua>%amount%</aqua>'
        - '<italic:false><white>Total price: </white><aqua>%cost% %currency%</aqua>'
        - ' '
        - '<italic:false><gray><italic>(( Click to buy as many as you can afford ))</italic></gray>'
  # Replaces the upgrade buttons once the pickaxe is at the highest tier.
  maxed_item:
    enabled: true
    slot: 24
    material: NETHER_STAR
    custom_model_data: 0
    glow: true
    name: '<green><bold>QUALITY MAXED</bold></green>'
    lore:
      - ' '
      - '<italic:false><gray>Your pickaxe quality is at the</gray>'
      - '<italic:false><gray>highest tier - </gray>%tier_name%<gray>.</gray>'
      - '%multipliers%'
  # Only drawn when the menu was opened from the pickaxe menu.
  back_item:
    enabled: true
    slot: 40
    material: ARROW
    custom_model_data: 0
    name: '<red><bold>GO BACK</bold></red>'
    lore:
      - '<italic:false><gray>Return to the pickaxe menu.</gray>'
messages:
  upgraded: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <white>Your pickaxe is now <aqua>%tier_name%<white>!'
  already-max: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <white>Your pickaxe is already at the highest quality tier.'
  not-enough-currency: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>You cannot afford the next quality tier.'
  no-permission: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>You do not have permission to do that.'
  no-permission-tier: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>You do not have permission to buy this quality tier.'
  pickaxe-level-required: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>Your pickaxe level is too low for the next quality tier.'
  invalid-currency: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>The next quality tier is priced in a currency that does not exist.'
  no-pickaxe: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>You must be holding a pickaxe.'
  no-pickaxe-found: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>Player <white>%player% <red>has no pickaxe in their inventory.'
  player-not-online: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>Player <white>%player% <red>is not online.'
  invalid-tier: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <red>There is no quality tier <white>%tier%<red>.'
  admin-usage: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <gray>Usage: <white>/pickaxequality set <player> <tier>'
  admin-set: '<gradient:#00E5FF:#00838F><bold>QUALITY</bold></gradient> <dark_gray>» <white>Set <aqua>%player%''s <white>pickaxe quality to <aqua>Tier %tier%<white>.'

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