Minecraft ToolLevels mod 2026 download
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minecraft mod ToolLevels

ToolLevels

Game Version: 1.11
Total Downloads: 745
Updated: Feb 24, 2017
Created: Jan 5, 2017
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Earlier Versions

Name Size Uploaded Game Version Downloads
ToolLevels.jar beta 15.20 KB Feb 24, 2017 1.11 601 download ToolLevels ToolLevels.jar betaDownload
ToolLevels.jar beta 13.80 KB Jan 5, 2017 1.11 144 download ToolLevels ToolLevels.jar betaDownload

Description

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Description:

This plugin allows players to level up tools. Tools gain experience by breaking certain blocks (the type of block and amount of experience per type are configurable). When items level up, commands found in the config are run. Leveled tools also drop a configurable amount of other items (in the default config, diamonds, emeralds, and iron ingots) at a certain percent rate, based off of the item's level.

 

Only pickaxes, axes, and shovels can be leveled up (of all types – diamond, iron, stone, etc).


Commands:

  • /toollevels reload – reloads the config.yml
  • /toollevels setlevel [player] <level> – sets the level of an item (whatever the [player] is holding in their main hand) to the specified level. The maximum level is 231-1 (which is a little over 2.1 billion). If a player is not specified, the sender of the command will be used instead. Any item with a durability can have its level changed, but, depending on the type of item, the level may not have any affect.

Configuration explaination

Although this is a simple plugin, some of the configuration options may be unclear. Here is a commented version of the config.yml:

plugin_var: 0 # You should never change this. For those curious - this value is used to figure out which ID to assign next.

# This is the equation used to figure out how much experience is needed to get to the next level.
# -LEVEL- is a variable, and will be replaced with whatever level the item is at.
# In the example below, it will take 150 more experience to level up, every level. So the first level is 150 experience, the second level is 300 experience, the third is 450, and so on. This is a math equation.
xpEquation: -LEVEL- * 150

# These are the commands run whenever a player levels up an item. These commands are only run if the player is found. If, for some unlikely reason, the player cannot be found then these commands will not be run.
# The number corresponds to the new level. So when a player goes from level 1 to level 2, the '2' section (not the '1' section) commands are run.
# 'all' are commands that are run whenever a player levels up.
# Commands are not inherited. What that means is that if a player levels up to 3, the level 2 commands (or earlier) are not run. (This may be obvious, just trying to clear up any confusion).
# Variables:
# -PLAYER- the player whose item is leveling up
# -PREVIOUS_LEVEL- the previous level of the item
# -NEW_LEVEL- the new level of the item
levelUpCommands:
all:
- tell You leveled up! -PREVIOUS_LEVEL-->-NEW_LEVEL- # 'tell' is a plugin defined command. Specifying a player is not necessary.
'2':
- give -PLAYER- diamond 1 '10': - give -PLAYER- diamond_block 1

# These are more equations (see 'xpEquation' for reference). Whenever a block is broken, these values are checked to see what items should be dropped. So if the 'DIAMOND' section has a value of '100', whenever a player breaks an item with a tool, they will receive a diamond. The value (in this example '100') is the percentage, 'DIAMOND' is the material. If the material is 'IRON_INGOT' with a value of '50', there is a 50% chance of an iron ingot being dropped whenever a player breaks a block with a tool.
# If the value exceeds 100, an item will be dropped for every 100 exceeding, then the remainder is used as above^^. If that doesn't make sense: 200% means that two items will be dropped. 300% means that three items will be dropped. 350% means that three items, with a 50% chance of one more will be dropped.
# If you want to specify a type of item (such as lapis lazuli, which is a type of dye, or magenta wool - a type of wool) separate the item type from the subtype id. For example, magenta wool would be wool;2, granite would be stone;1, and so on.
# A list of the subtype IDs can be found at: http://minecraft-ids.grahamedgecombe.com/ (the subtype id is the number after the colon, on the right side).
# Variables:
# -LEVEL- the current level of the item
itemEquations:
WOOL;3:
-LEVEL- * 10
IRON_INGOT: -LEVEL- * 5
DIAMOND: -LEVEL- * 1
EMERALD: -LEVEL- * 0.1
blocks: # These are all of the items that give a player experience for breaking them. In this example, breaking diamond_ore gives the player 10 experience, while breaking iron_ore gives the player 3.
diamond_ore: 10
iron_ore: 3
coal_ore: 1

If you have any questions or suggestions, please PM me.

 

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