2022-10-03 00:11:02 +02:00
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# Blacksmith
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2017-08-29 20:46:09 +02:00
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2022-10-03 00:11:02 +02:00
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The blacksmith plugin adds a new blacksmith trait to Citizens NPCs. NPCs are able to repair a player's held item for a
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fee. Costs are highly customizable.
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2017-08-29 20:46:09 +02:00
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2022-10-03 00:11:02 +02:00
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### Important changes from the original fork
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2018-10-12 21:00:54 +02:00
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2022-10-03 00:11:02 +02:00
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- The problem with armor being unrepairable because the player would equip it instead has been fixed.
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- A lot of configuration value have had their paths altered, so configurations need to be updated.
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- By default, natural cost is used. The original fork made it cheaper the more damaged an item is, but natural cost
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makes the cost increase the more damaged the item is.
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- EnchantmentTarget is used instead of a hard-coded list of repairable items
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- All settings (except default reforge-able-items), both global and for each blacksmith, can be changed using commands,
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and support tab-completion.
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### Dependencies
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- Citizens2
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- Vault
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## Basic usage
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To create a new blacksmith, simply add the blacksmith trait to an NPC. Right-clicking the NPC will tell you if the
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currently held item is repairable by the blacksmith. If it is, the blacksmith should give a price quote. Right-clicking
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again starts the repair. The item should be given back or dropped after a random delay according to the set limits.
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While costs are always set globally (no blacksmith can do the same job for cheaper), the blacksmith's messages,
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cool-down between each re-forge, whether the item is dropped or given, the chance of failing or adding an enchantment,
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the maximum number of added enchantments, max and min delays, the length of the cool-down and which items the blacksmith
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is able to re-forge can be changed individually.
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Also note: Changing the default value of a setting doesn't change the setting for existing NPCs, even if no custom value
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has been set. Make sure to change default settings as needed before creating too many NPCs.
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### Special behavior
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In addition to just being able to repair items, blacksmiths have some random features which can be cool or annoying:
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- There is a chance that blacksmiths fail to repair an item, leaving it at about the same durability as before. Use
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failReforgeChance to control the chance. Set it to 0 to remove the feature.
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- There is a chance a blacksmith may add
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## Commands
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- /blacksmith <option> \[new value] - Changes a configuration option for the selected blacksmith (use Citizens' /npc
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select first)
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- /blacksmithconfig <reload/option> \[new value] - Changes a default/global configuration value
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If a new value isn't specified, the current value is displayed instead.
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Note: basePrice, pricePerDurabilityPoint and enchantmentCost can be set like: `/blacksmithconfig option 4` or
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like `/blacksmithconfig option material/enchantment 4` depending on whether you are setting the default or an override
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for a specific material/enchantment.
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## Permissions
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- blacksmith.admin - Allows overall blacksmith configuration
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- blacksmith.edit - Allows changing settings for the selected blacksmith NPC
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- blacksmith.use - Allows the player to repair items using blacksmiths
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## Configuration options
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### Global-only options
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- basePrice (positive decimal number) - The base price which has to be paid regardless of the durability remaining for
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an item. Setting this without specifying a material sets the base-price for any item the base-price has not been set
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for.
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- pricePerDurabilityPoint (positive decimal number) - The price added for each durability point present/missing (depends
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on natural cost's value). Setting this without specifying a material sets the price-per-durability-point for any item
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the price-per-durability-point has not been set for.
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- enchantmentCost (positive decimal number) - The added cost for each level of an enchantment present on the item. The
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cost can be set for specific enchantments. Not specifying an enchantment sets the value for all enchantments without a
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set value.
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- useNaturalCost (true/false) - If true, each missing durability will add to the cost (price = basePrice +
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missingDurability * pricePerDurabilityPoint + enchantmentCost). If false, durability will be used to calculate the
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cost instead of missingDurability (this was the behavior before natural cost was added).
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### Per-npc (with default values)
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#### Configuration values
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- dropItem (true/false) - Whether the blacksmith should drop the repaired item on the ground (instead of putting it into
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the player's inventory)
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- disableCoolDown (true/false) - Whether to completely disable the cool-down between repairs
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- disableDelay (true/false) - Whether to completely disable the delay required to re-forge an item
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- failReforgeChance (0-100) - The chance of the blacksmith failing to repair an item
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- extraEnchantmentChance (0-100) - The chance of the blacksmith adding an enchantment to an item
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- maxEnchantments (0-10) - The maximum number of different enchantments a blacksmith can add
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- maxReforgeDelay (0-3600) - The maximum number of seconds a player needs to wait for an item to be repaired
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- minReforgeDelay (0-3600) - The minimum number of seconds a player needs to wait for an item to be repaired
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- reforgeCoolDown (0-3600) - The cool-down a player has to wait between each time they use one specific blacksmith
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- reforgeAbleItems (DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc.) - Specifies which items this blacksmith is able to
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re-forge. If set to "" or null, all items can be repaired. If set to a list of items, only the items specified can be
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repaired. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of
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a material such as "gold-pickaxe". Available presets: SWORD_SMITH, WEAPON_SMITH, ARMOR_SMITH, TOOL_SMITH,
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RANGED_SMITH.
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#### Messages
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- busyPlayerMessage - The message displayed when the blacksmith is serving another player
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- busyReforgeMessage - The message displayed when the blacksmith is busy reforging an item
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- coolDownUnexpiredMessage - The message displayed when the player has to wait for the cool-down to expire before using
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the blacksmith again
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- costMessage - The message displayed when telling a player about the cost of repairing an item
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- failReforgeMessage - The message displayed when a blacksmith fails to re-forge an item
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- insufficientFundsMessage - The message displayed when a player is unable to pay for reforging an item
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- invalidItemMessage - The message displayed when a blacksmith is presented an item which it cannot repair
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- itemChangedMessage - The message displayed when a player changes their item after being shown the repair cost
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- startReforgeMessage - The message displayed when a blacksmith starts reforging an item
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- successMessage - The message displayed when a blacksmith successfully repairs an item
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