Changes configuration values to lower camelcase
Also fixes some grammar mistakes related to the word reforge
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README.md
23
README.md
@ -25,9 +25,9 @@ currently held item is repairable by the blacksmith. If it is, the blacksmith sh
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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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cool-down between each reforge, 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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is able to reforge 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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@ -63,11 +63,11 @@ for a specific material/enchantment.
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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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an item. Setting this without specifying a material sets the basePrice for any item the basePrice 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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on natural cost's value). Setting this without specifying a material sets the pricePerDurabilityPoint for any item the
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pricePerDurabilityPoint 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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@ -82,18 +82,17 @@ for a specific material/enchantment.
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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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- disableDelay (true/false) - Whether to completely disable the delay required to reforge 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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- reforgeAbleItems (DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc.) - Specifies which items this blacksmith is able to reforge.
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If set to "" or null, all items can be repaired. If set to a list of items, only the items specified can be repaired.
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Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material
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such as "gold-pickaxe". Available presets: SWORD_SMITH, WEAPON_SMITH, ARMOR_SMITH, TOOL_SMITH, RANGED_SMITH.
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#### Messages
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@ -102,7 +101,7 @@ for a specific material/enchantment.
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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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- failReforgeMessage - The message displayed when a blacksmith fails to reforge 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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@ -42,7 +42,7 @@ public class BlackSmithConfigCommand implements CommandExecutor {
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//Changing reforge-able items' default isn't recommended
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if (commandName.equalsIgnoreCase(NPCSetting.REFORGE_ABLE_ITEMS.getCommandName())) {
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displayErrorMessage(sender, "Changing reforge-able items globally will make every new " +
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"blacksmith unable to re-forge anything not in the list, unless it's changed for the " +
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"blacksmith unable to reforge anything not in the list, unless it's changed for the " +
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"individual NPC. If you really want to change this, change it manually.");
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return false;
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}
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@ -7,30 +7,31 @@ public enum GlobalSetting {
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/**
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* The base price for repairing, regardless of durability
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*
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* <p>This allows specifying a price for each item, by setting base-price.item_name.</p>
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* <p>This allows specifying a price for each item, by setting basePrice.item_name.</p>
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*/
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BASE_PRICE("global.base-price.default", SettingValueType.POSITIVE_DOUBLE, 10.0, "basePrice"),
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BASE_PRICE("global.basePrice.default", SettingValueType.POSITIVE_DOUBLE, 10.0, "basePrice"),
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/**
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* The base price for each durability point
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*
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* <p>If natural cost, this is the cost each missing durability point will add to the cost. If not natural cost,
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* this is the cost each present durability point will add to the cost. This allows specifying a price per
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* durability point value for each item, by setting price-per-durability-point.item_name</p>
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* durability point value for each item, by setting pricePerDurabilityPoint.item_name</p>
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*/
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PRICE_PER_DURABILITY_POINT("global.price-per-durability-point.default", SettingValueType.POSITIVE_DOUBLE, 0.005, "pricePerDurabilityPoint"),
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PRICE_PER_DURABILITY_POINT("global.pricePerDurabilityPoint.default", SettingValueType.POSITIVE_DOUBLE,
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0.005, "pricePerDurabilityPoint"),
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/**
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* The price increase for each level of each present enchantment
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*
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* <p>This can be specified for each possible enchantment by setting enchantment-cost.enchantment_name</p>
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*/
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ENCHANTMENT_COST("global.enchantment-cost.default", SettingValueType.POSITIVE_DOUBLE, 5.0, "enchantmentCost"),
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ENCHANTMENT_COST("global.enchantmentCost.default", SettingValueType.POSITIVE_DOUBLE, 5.0, "enchantmentCost"),
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/**
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* Whether the cost should increase for damage taken, as opposed to increase for durability present
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*/
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NATURAL_COST("global.natural-cost", SettingValueType.BOOLEAN, true, "useNaturalCost");
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NATURAL_COST("global.useNaturalCost", SettingValueType.BOOLEAN, true, "useNaturalCost");
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private final String path;
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private final String parent;
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@ -7,43 +7,42 @@ import java.util.Arrays;
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*/
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public enum NPCSetting {
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DROP_ITEM("defaults.drop-item", SettingValueType.BOOLEAN, true, "dropItem"),
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DISABLE_COOL_DOWN("defaults.disable-cool-down", SettingValueType.BOOLEAN, false, "disableCoolDown"),
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DISABLE_DELAY("defaults.disable-delay", SettingValueType.BOOLEAN, false, "disableDelay"),
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FAIL_CHANCE("defaults.percent-chance-to-fail-reforge", SettingValueType.PERCENTAGE, 10, "failReforgeChance"),
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EXTRA_ENCHANTMENT_CHANCE("defaults.percent-chance-for-extra-enchantment", SettingValueType.PERCENTAGE, 5,
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DROP_ITEM("defaults.dropItem", SettingValueType.BOOLEAN, true, "dropItem"),
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DISABLE_COOL_DOWN("defaults.disableCoolDown", SettingValueType.BOOLEAN, false, "disableCoolDown"),
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DISABLE_DELAY("defaults.disableDelay", SettingValueType.BOOLEAN, false, "disableDelay"),
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FAIL_CHANCE("defaults.failReforgeChance", SettingValueType.PERCENTAGE, 10, "failReforgeChance"),
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EXTRA_ENCHANTMENT_CHANCE("defaults.extraEnchantmentChance", SettingValueType.PERCENTAGE, 5,
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"extraEnchantmentChance"),
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MAX_ENCHANTMENTS("defaults.maximum-enchantments", SettingValueType.POSITIVE_INTEGER, 3, "maxEnchantments"),
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MAX_REFORGE_DELAY("defaults.delays-in-seconds.maximum", SettingValueType.POSITIVE_INTEGER, 30, "maxReforgeDelay"),
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MIN_REFORGE_DELAY("defaults.delays-in-seconds.minimum", SettingValueType.POSITIVE_INTEGER, 5, "minReforgeDelay"),
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REFORGE_COOL_DOWN("defaults.delays-in-seconds.reforge-cool-down", SettingValueType.POSITIVE_INTEGER, 60, "reforgeCoolDown"),
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REFORGE_ABLE_ITEMS("defaults.reforge-able-items", SettingValueType.STRING_LIST, new String[]{}, "reforgeAbleItems"),
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MAX_ENCHANTMENTS("defaults.maxEnchantments", SettingValueType.POSITIVE_INTEGER, 3, "maxEnchantments"),
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MAX_REFORGE_DELAY("defaults.delaysInSeconds.maximum", SettingValueType.POSITIVE_INTEGER, 30, "maxReforgeDelay"),
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MIN_REFORGE_DELAY("defaults.delaysInSeconds.minimum", SettingValueType.POSITIVE_INTEGER, 5, "minReforgeDelay"),
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REFORGE_COOL_DOWN("defaults.delaysInSeconds.reforgeCoolDown", SettingValueType.POSITIVE_INTEGER, 60, "reforgeCoolDown"),
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REFORGE_ABLE_ITEMS("defaults.reforgeAbleItems", SettingValueType.STRING_LIST, new String[]{}, "reforgeAbleItems"),
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/*-----------
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| Messages |
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-----------*/
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BUSY_WITH_PLAYER_MESSAGE("defaults.messages.busy-with-player", SettingValueType.STRING,
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BUSY_WITH_PLAYER_MESSAGE("defaults.messages.busyPlayerMessage", SettingValueType.STRING,
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"&cI'm busy at the moment. Come back later!", "busyPlayerMessage"),
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//TODO: Add placeholder for remaining time?
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BUSY_WITH_REFORGE_MESSAGE("defaults.messages.busy-with-reforge", SettingValueType.STRING,
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BUSY_WITH_REFORGE_MESSAGE("defaults.messages.busyReforgeMessage", SettingValueType.STRING,
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"&cI'm working on it. Be patient!", "busyReforgeMessage"),
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//TODO: Add placeholder for remaining time?
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COOL_DOWN_UNEXPIRED_MESSAGE("defaults.messages.cool-down-not-expired", SettingValueType.STRING,
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COOL_DOWN_UNEXPIRED_MESSAGE("defaults.messages.coolDownUnexpiredMessage", SettingValueType.STRING,
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"&cYou've already had your chance! Give me a break!", "coolDownUnexpiredMessage"),
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COST_MESSAGE(
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"defaults.messages.cost", SettingValueType.STRING,
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COST_MESSAGE("defaults.messages.costMessage", SettingValueType.STRING,
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"&eIt will cost &a<price> &eto reforge that &a<item>&e! Click again to reforge!", "costMessage"),
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FAIL_MESSAGE("defaults.messages.fail-reforge", SettingValueType.STRING, "&cWhoops! Didn't mean to do that! Maybe next time?",
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"failReforgeMessage"),
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INSUFFICIENT_FUNDS_MESSAGE("defaults.messages.insufficient-funds", SettingValueType.STRING,
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FAIL_MESSAGE("defaults.messages.failReforgeMessage", SettingValueType.STRING,
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"&cWhoops! Didn't mean to do that! Maybe next time?", "failReforgeMessage"),
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INSUFFICIENT_FUNDS_MESSAGE("defaults.messages.insufficientFundsMessage", SettingValueType.STRING,
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"&cYou don't have enough money to reforge that item!", "insufficientFundsMessage"),
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INVALID_ITEM_MESSAGE("defaults.messages.invalid-item", SettingValueType.STRING,
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INVALID_ITEM_MESSAGE("defaults.messages.invalidItemMessage", SettingValueType.STRING,
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"&cI'm sorry, but I don't know how to reforge that!", "invalidItemMessage"),
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ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("defaults.messages.item-changed-during-reforge", SettingValueType.STRING,
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ITEM_UNEXPECTEDLY_CHANGED_MESSAGE("defaults.messages.itemChangedMessage", SettingValueType.STRING,
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"&cThat's not the item you wanted to reforge before!", "itemChangedMessage"),
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START_REFORGE_MESSAGE("defaults.messages.start-reforge", SettingValueType.STRING,
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START_REFORGE_MESSAGE("defaults.messages.startReforgeMessage", SettingValueType.STRING,
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"&eOk, let's see what I can do...", "startReforgeMessage"),
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SUCCESS_MESSAGE("defaults.messages.successful-reforge", SettingValueType.STRING,
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SUCCESS_MESSAGE("defaults.messages.successMessage", SettingValueType.STRING,
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"There you go! All better!", "successMessage");
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private final String path;
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@ -183,7 +183,7 @@ public class NPCSettings {
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}
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/**
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* Gets the minimum delay used to wait for a re-forge to finish.
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* Gets the minimum delay used to wait for a reforging to finish.
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*
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* @return <p>The minimum reforge delay</p>
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*/
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@ -192,7 +192,7 @@ public class NPCSettings {
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}
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/**
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* Gets the maximum delay used to wait for a re-forge to finish
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* Gets the maximum delay used to wait for a reforging to finish
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*
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* @return <p>The maximum reforge delay</p>
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*/
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@ -210,7 +210,7 @@ public class NPCSettings {
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}
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/**
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* Gets the chance to fail a re-forge
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* Gets the chance to fail a reforging
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*
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* @return <p>The fail chance</p>
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*/
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@ -255,7 +255,7 @@ public class NPCSettings {
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}
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/**
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* Gets whether to disable the delay between starting reforging and the re-forge finishing
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* Gets whether to disable the delay between starting reforging and the reforging finishing
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*
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* @return <p>Whether to disable the reforge delay</p>
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*/
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@ -144,7 +144,7 @@ public enum SmithPreset {
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}
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/**
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* Gets material names of all materials re-forge-able by this smith
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* Gets material names of all materials reforge-able by this smith
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*
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* @return <p>All material names for this smith</p>
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*/
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@ -44,7 +44,7 @@ public class EconomyManager {
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* Gets whether the given player can pay for re-forging their held item
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*
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* @param player <p>The player holding an item</p>
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* @return <p>Whether the player can pay for the re-forge</p>
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* @return <p>Whether the player can pay for the reforge</p>
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*/
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public static boolean canPay(Player player) {
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return economy.getBalance(player) - getHeldItemCost(player) >= 0;
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@ -62,7 +62,7 @@ public class EconomyManager {
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}
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/**
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* Withdraws the re-forge cost from the given player
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* Withdraws the reforging cost from the given player
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*
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* <p>The cost is automatically calculated from the item in the player's main hand.</p>
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*
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@ -53,9 +53,9 @@ public class BlacksmithTrait extends Trait {
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}
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/**
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* Gets whether this blacksmith is already in a re-forge session
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* Gets whether this blacksmith is already in a reforging session
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*
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* @return <p>Whether already in a re-forge session</p>
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* @return <p>Whether already in a reforge session</p>
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*/
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public boolean hasSession() {
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return this.session != null;
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@ -57,13 +57,13 @@ public class ReforgeSession implements Runnable {
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}
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/**
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* Runs the actual re-forge which fixes the item and gives it back to the player
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* Runs the actual reforge which fixes the item and gives it back to the player
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*/
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@Override
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public void run() {
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sendNPCMessage(this.npc, player, reforgeItem() ? config.getSuccessMessage() : config.getFailMessage());
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//Stop the re-forged item from displaying in the blacksmith's hand
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//Stop the reforged item from displaying in the blacksmith's hand
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if (npc.getEntity() instanceof Player) {
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((Player) npc.getEntity()).getInventory().setItemInMainHand(null);
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} else {
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@ -93,9 +93,9 @@ public class ReforgeSession implements Runnable {
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}
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/**
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* Performs the actual re-forge where the item's damage is reduced
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* Performs the actual reforge where the item's damage is reduced
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*
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* @return <p>Whether the re-forge was successful. False if the blacksmith failed to fully repair the item.</p>
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* @return <p>Whether the reforge was successful. False if the blacksmith failed to fully repair the item.</p>
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*/
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private boolean reforgeItem() {
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if (random.nextInt(100) < config.getFailChance()) {
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@ -108,7 +108,7 @@ public class ReforgeSession implements Runnable {
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}
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/**
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* The method to run when a blacksmith successfully re-forges an item
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* The method to run when a blacksmith successfully reforges an item
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*/
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private void succeedReforge() {
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// Remove any damage done to the item
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@ -223,10 +223,10 @@ public class ReforgeSession implements Runnable {
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}
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/**
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* Gets whether the given player is currently in a re-forge session
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* Gets whether the given player is currently in a reforging session
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*
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* @param other <p>The player to check if is in session</p>
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* @return <p>True if the given player is in a re-forge session</p>
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* @return <p>True if the given player is in a reforge session</p>
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*/
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public boolean isInSession(Player other) {
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return player.getName().equals(other.getName());
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@ -237,12 +237,12 @@ public class ReforgeSession implements Runnable {
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*/
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public void beginReforge() {
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if (!config.getDisableCoolDown()) {
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//Finish the re-forge after a random delay between the max and min
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//Finish the reforging after a random delay between the max and min
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taskId = BlacksmithPlugin.getInstance().getServer().getScheduler().scheduleSyncDelayedTask(
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BlacksmithPlugin.getInstance(), this, (new Random().nextInt(config.getMaxReforgeDelay()) +
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config.getMinReforgeDelay()) * 20L);
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} else {
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//Finish the re-forge as soon as possible
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//Finish the reforging as soon as possible
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taskId = BlacksmithPlugin.getInstance().getServer().getScheduler().scheduleSyncDelayedTask(
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BlacksmithPlugin.getInstance(), this, 0);
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}
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@ -3,87 +3,89 @@
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# The settings which apply to all Blacksmith NPCs
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global:
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# The minimum price of each cost
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base-price:
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basePrice:
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# You can add, for example "diamond-sword: 15.3" to change the base cost for a specific item
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default: 10.0
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# The additional cost for each durability point missing (natural cost) or present (not natural cost)
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price-per-durability-point:
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pricePerDurabilityPoint:
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# You can add, for example "diamond-sword: 0.09" to change the base cost for a specific item
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default: 0.005
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# The additional cost for each enchantment level present on an item
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enchantment-cost:
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enchantmentCost:
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# You can add, for example "arrow-infinite: 0.09" to change the enchantment cost for a specific enchantment
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default: 5
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# Natural cost makes re-forging more expensive the more damaged the item is. Disabling this will enable the legacy
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# blacksmith behavior instead
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natural-cost: true
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useNaturalCost: true
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# The settings which are set to any new NPC. To change any of these settings for an existing NPC, you must change the
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# Citizens NPC file
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defaults:
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# Whether the item will drop a re-forged item on the ground, instead of putting it into the user's inventory
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drop-item: true
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# Whether the item will drop a reforged item on the ground, instead of putting it into the user's inventory
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dropItem: true
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# The items a blacksmith is able to reforge. Setting this only allows the NPC to repair the listed items
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reforge-able-items: [ ]
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# The items a blacksmith is able to reforge. Setting this only allows NPCs to repair the listed items. This should be
|
||||
# set for each individual NPC, and should not be set here, unless you want to restrict NPCs which have not been set
|
||||
# up yet.
|
||||
reforgeAbleItems: [ ]
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|
||||
# Whether to disable the cool-down period between each re-forge
|
||||
disable-cool-down: false
|
||||
# Whether to disable the cool-down period between each reforge
|
||||
disableCoolDown: false
|
||||
|
||||
# Whether to disable the re-forge delay, making re-forging complete instantly
|
||||
disable-delay: false
|
||||
# Whether to disable the reforging delay, making re-forging complete instantly
|
||||
disableDelay: false
|
||||
|
||||
# The chance to fail a re-forge, which only repairs the item a tiny bit or not at all (0-100)
|
||||
percent-chance-to-fail-reforge: 10
|
||||
# The chance to fail reforging an item, which only repairs the item a tiny bit or not at all (0-100)
|
||||
failReforgeChance: 10 # Default = 10%
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||||
|
||||
# The chance that an enchantment will be added to the re-forged item (0-100)
|
||||
percent-chance-for-extra-enchantment: 5
|
||||
# The chance that an enchantment will be added to the reforged item (0-100)
|
||||
extraEnchantmentChance: 5 # Default = 5%
|
||||
|
||||
# The maximum number of enchantments the blacksmith will try to add
|
||||
maximum-enchantments: 3
|
||||
maxEnchantments: 3
|
||||
|
||||
# All settable delays
|
||||
delays-in-seconds:
|
||||
# The maximum time for a re-forge to finish
|
||||
delaysInSeconds:
|
||||
# The maximum time for a reforging to finish
|
||||
maximum: 30
|
||||
|
||||
# The minimum time for a re-forge to finish
|
||||
# The minimum time for a reforging to finish
|
||||
minimum: 5
|
||||
|
||||
# The cool-down period between each re-forge
|
||||
reforge-cool-down: 60
|
||||
# The cool-down period between each reforge
|
||||
reforgeCoolDown: 60
|
||||
|
||||
# All messages used by the NPC
|
||||
messages:
|
||||
# The message to display when another player is using the blacksmith
|
||||
busy-with-player: "&cI'm busy at the moment. Come back later!"
|
||||
busyPlayerMessage: "&cI'm busy at the moment. Come back later!"
|
||||
|
||||
# The message to display when the blacksmith is working on the re-forge
|
||||
busy-with-reforge: "&cI'm working on it. Be patient!"
|
||||
# The message to display when the blacksmith is working on the reforging
|
||||
busyReforgeMessage: "&cI'm working on it. Be patient!"
|
||||
|
||||
# The message to display when the blacksmith is still on a cool-down from the previous re-forging
|
||||
cool-down-not-expired: "&cYou've already had your chance! Give me a break!"
|
||||
coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break!"
|
||||
|
||||
# The message to display when informing a player about the re-forge cost
|
||||
cost: "&eIt will cost &a<price> &eto reforge that &a<item>&e! Click again to reforge!"
|
||||
# The message to display when informing a player about the reforging cost
|
||||
costMessage: "&eIt will cost &a<price> &eto reforge that &a<item>&e! Click again to reforge!"
|
||||
|
||||
# The message to display when the blacksmith fails to re-forge an item
|
||||
fail-reforge: "&cWhoops! Didn't mean to do that! Maybe next time?"
|
||||
# The message to display when the blacksmith fails to reforge an item
|
||||
failReforgeMessage: "&cWhoops! Didn't mean to do that! Maybe next time?"
|
||||
|
||||
# The message to display when a player cannot pay for the re-forge
|
||||
insufficient-funds: "&cYou don't have enough money to reforge that item!"
|
||||
# The message to display when a player cannot pay for the reforging
|
||||
insufficientFundsMessage: "&cYou don't have enough money to reforge that item!"
|
||||
|
||||
# The message to display when holding an item the blacksmith is unable to re-forge
|
||||
invalid-item: "&cI'm sorry, but I don't know how to reforge that!"
|
||||
# The message to display when holding an item the blacksmith is unable to reforge
|
||||
invalidItemMessage: "&cI'm sorry, but I don't know how to reforge that!"
|
||||
|
||||
# The message to display when presenting a different item than the one just evaluated
|
||||
item-changed-during-reforge: "&cThat's not the item you wanted to reforge before!"
|
||||
itemChangedMessage: "&cThat's not the item you wanted to reforge before!"
|
||||
|
||||
# The message to display once the blacksmith starts re-forging
|
||||
start-reforge: "&eOk, let's see what I can do..."
|
||||
startReforgeMessage: "&eOk, let's see what I can do..."
|
||||
|
||||
# The message to display once the re-forge has successfully finished
|
||||
successful-reforge: "There you go! All better!"
|
||||
# The message to display once the reforging has successfully finished
|
||||
successMessage: "There you go! All better!"
|
Loading…
Reference in New Issue
Block a user