 
                you can create a level system for pickaxes!

plugins/LevelUp/handlersHandlers:
  Pickaxe:
    description: "It provides a level-up function for pickaxes."
    event_map:
      BlockBreakEvent: "HIGHEST"
      TEBlockExplodeEvent: "LOWEST"
    permission: "levelup.pickaxe"
    # you can nominate the world, which prevents explosive
    invalid_in_world:
    #        - plotworld
    # you can turn on/off level up sound effects
    sound: LEVEL_UP
    levelup_message: "&bYour Pickaxe has been leveled up to &e%level%&b!!!"
    count_placed_block: false
    count_teexploded_blocks: false
    reset_blockcount_at_lvelup: true
    level_up_function: constant_diff
    xp_gain_function: linear
    max_level: 100
    base_xp: 500
    base_xp_gain: 250
    meter_main_color: "&a"
    meter_sub_color: "&4"
    # multiplier permissions
    multiplier_permissions:
      - "levelup.pickaxe.multiplier"
      - "levelup.pickaxe.multiplier.global"
      - "levelup.pickaxe.multiplier.holiday"
    # materiallist
    # you can limit what types of blocks will give xp to the listed pickaxes.
    material_list:
      DIAMOND_PICKAXE:
        - DIAMOND_ORE
        - GOLD_ORE
        - EMERALD_ORE
      GOLD_PICKAXE:
        - DIAMOND_ORE
        - GOLD_ORE
    # xp list
    # you can define how much xp value each block type can give out.
    xp_list:
      STONE: 1
      IRON_ORE: 10
      GOLD_ORE: 15
      QUARTZ_ORE: 15
      LAPIS_ORE: 20
      REDSTONE_ORE: 20
      DIAMOND_ORE: 50
      EMERALD_ORE: 100
    #this the begining of the information section in the display_name
    info_start: "&b["
    #display_name must be item'sname + " " + info_start + ...
    display_name: "&a%name% &b[&e%block_count%&b/&e%xp%&b/&e%level%&b]"
    # level up commands (they will be executed from console)
    # you can define what sort of action (command) can be triggered when leveling up
    levelup_commands:
      # these levels need to a number.
      # level 0 commands are executed at each level up.
      0:
        - 'te add %player% %level%' # give a player %level% tokens (from TokenEnchant)
      1:
        - 'te enchant %player% Efficiency +%level%' # increase Efficiency level by %level%
      2:
        - 'te enchant %player% Efficiency +%level%' # increase Efficiency level by %level%
      3:
        - 'te enchant %player% Efficiency +%level%' # increase Efficiency level by %level%
        - 'te enchant %player% Fortune +1' # increase Fortune by 1
    # the 1st lore line and the last lore line are used to extract the pickaxe level up informaiton in the lore.
    lore-position: bottom  # or bottom
    lore:
      - '&a=======&ePickaxe level&a========='           # <- you can change this but do not delete!! make sure it to be different from the last lore line.
      - '&7Blocks: &b%block_count%'
      - '&7Level: &b%level% &7&b%level_percentage%&7%'
      - '&7XP: &b%xp% &7&b%xp_percentage%&7%'
      - '&7Level Progress: &b%level_meter%'
      - '&7XP Progress: &b%xp_meter%'
      - '&7XP Booster: &b%item_xp_booster%'
      - '&a============================='           # <- you can change this but do not delete!!