Starts on the Scrapper implementation
This commit is contained in:
@ -3,120 +3,164 @@
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# The language used for messages. Only "en" is supported
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language: en
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# The settings which apply to all Blacksmith NPCs. These can also be changed using the /blacksmithconfig command
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global:
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# The minimum price of each cost
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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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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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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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useNaturalCost: true
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# Exact time displays the exact number of seconds and minutes remaining as part of the reforging cool-down and
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# reforging delay messages, instead of just vaguely hinting at the remaining time.
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showExactTime: false
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# Settings for the blacksmith trait
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blacksmith:
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# The settings which apply to all Blacksmith NPCs. These can also be changed using the /blacksmithconfig command
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global:
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# The minimum price of each cost
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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 cost of fully repairing a chipped anvil
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chippedAnvilReforgingCost: 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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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 cost of fully repairing a damaged anvil
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damagedAnvilReforgingCost: 20.0
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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, or use the /blacksmith command
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defaults:
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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 NPCs to repair the listed items. This should be
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# set for each individual NPC, and should not be set here, unless you want to restrict NPCs which have not been set
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# up yet.
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reforgeAbleItems: [ ]
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# The enchantments a blacksmith is denied from applying to an item. Disable anything you find too op or annoying.
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enchantmentBlocklist: [ "binding_curse", "mending", "vanishing_curse" ]
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# The chance to fail reforging an item, which only repairs the item a tiny bit or not at all (0-100)
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failReforgeChance: 10 # Default = 10%
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# The additional cost for each enchantment level present on an item
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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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# Whether failed reforging should remove or downgrade the item's enchantments
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failReforgeRemovesEnchantments: false # Default = false
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# The chance that an enchantment will be added to the reforged item (0-100)
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extraEnchantmentChance: 5 # Default = 5%
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# The maximum number of enchantments the blacksmith will try to add
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maxEnchantments: 3
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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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useNaturalCost: true
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# Whether the blacksmith will reforge anvils as a special case
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reforgeAnvils: false
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# Exact time displays the exact number of seconds and minutes remaining as part of the reforging cool-down and
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# reforging delay messages, instead of just vaguely hinting at the remaining time.
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showExactTime: false
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# The cost of fully repairing a chipped anvil
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chippedAnvilReforgingCost: 10.0
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# The cost of fully repairing a damaged anvil
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damagedAnvilReforgingCost: 20.0
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# All settable delays
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delaysInSeconds:
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# The maximum time for a reforging to finish
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maximum: 30
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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, or use the /blacksmith command
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defaults:
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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 NPCs to repair the listed items. This should be
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# set for each individual NPC, and should not be set here, unless you want to restrict NPCs which have not been set
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# up yet.
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reforgeAbleItems: [ ]
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# The enchantments a blacksmith is denied from applying to an item. Disable anything you find too op or annoying.
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enchantmentBlocklist: [ "binding_curse", "mending", "vanishing_curse" ]
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# The chance to fail reforging an item, which only repairs the item a tiny bit or not at all (0-100)
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failReforgeChance: 10 # Default = 10%
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# Whether failed reforging should remove or downgrade the item's enchantments
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failReforgeRemovesEnchantments: false # Default = false
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# The chance that an enchantment will be added to the reforged item (0-100)
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extraEnchantmentChance: 5 # Default = 5%
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# The maximum number of enchantments the blacksmith will try to add
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maxEnchantments: 3
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# Whether the blacksmith will reforge anvils as a special case
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reforgeAnvils: false
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# All settable delays
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delaysInSeconds:
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# The maximum time for a reforging to finish
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maximum: 30
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# The minimum time for a reforging to finish
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minimum: 5
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# The cool-down period between each reforge
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reforgeCoolDown: 60
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# The title describing the blacksmith's usage/speciality
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blacksmithTitle: "blacksmith"
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# All messages used by the NPC
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messages:
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# The message to display when another player is using the blacksmith
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busyPlayerMessage: "&cI'm busy at the moment. Come back later!"
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# The message to display when the blacksmith is working on the reforging
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busyReforgeMessage: "&cI'm working on it. Be patient! I'll finish {time}!"
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# The message to display when the blacksmith is still on a cool-down from the previous re-forging
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coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break! I'll be ready {time}!"
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# The message to display when informing a player about the reforging cost
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costMessage: "&eIt will cost &a{cost}&e to reforge that &a{item}&e! Click again to reforge!"
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# The message to display when the blacksmith fails to reforge an item
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failReforgeMessage: "&cWhoops! Didn't mean to do that! Maybe next time?"
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# The message to display when a player cannot pay for the reforging
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insufficientFundsMessage: "&cYou don't have enough money to reforge that item!"
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# The message to display when holding an item the blacksmith is unable to reforge
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invalidItemMessage: "&cI'm sorry, but I'm a/an {title}, I don't know how to reforge that!"
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# The message to display when presenting a different item than the one just evaluated
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itemChangedMessage: "&cThat's not the item you wanted to reforge before!"
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# The message to display once the blacksmith starts re-forging
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startReforgeMessage: "&eOk, let's see what I can do..."
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# The message to display once the reforging has successfully finished
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successMessage: "There you go! All better!"
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# The message to display if a player is trying to reforge an item with full durability
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notDamagedMessage: "&cThat item is not in need of repair"
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# The minimum time for a reforging to finish
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minimum: 5
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# The cool-down period between each reforge
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reforgeCoolDown: 60
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# The title describing the blacksmith's usage/speciality
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blacksmithTitle: "blacksmith"
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# All messages used by the NPC
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# Settings for the scrapper trait
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scrapper:
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# The settings which apply to all Scrapper NPCs. These can also be changed using the /scrapperconfig command
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global:
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# Exact time displays the exact number of seconds and minutes remaining as part of the scrapping cool-down and
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# scrapping delay messages, instead of just vaguely hinting at the remaining time.
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showExactTime: false
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# Whether enchanted salvaged items should return some amount of exp upon salvage
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giveExperience: true
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# The settings which are set to any new scrapper NPC. To change any of these settings for an existing NPC, you must
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# change the Citizens NPC file, or use the /scrapper command
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defaults:
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# Whether the item will drop materials resulting from scrapping on the ground, instead of putting them into the user's inventory
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dropItems: true
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# The chance to fail a salvage, thus destroying the item (0-100)
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failSalvageChance: 0
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# The items a blacksmith is able to salvage. Setting this only allows NPCs to repair the listed items. This should be
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# set for each individual NPC, and should not be set here, unless you want to restrict NPCs which have not been set
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# up yet.
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salvageAbleItems: [ ]
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messages:
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# The message to display when another player is using the blacksmith
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# The message to display when another player is using the scrapper
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busyPlayerMessage: "&cI'm busy at the moment. Come back later!"
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# The message to display when the blacksmith is working on the reforging
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busyReforgeMessage: "&cI'm working on it. Be patient! I'll finish {time}!"
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# The message to display when the blacksmith is working on the salvaging
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busySalvageMessage: "&cI'm working on it. Be patient! I'll finish {time}!"
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# The message to display when the blacksmith is still on a cool-down from the previous re-forging
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coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break! I'll be ready {time}!"
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# The message to display when informing a player about the reforging cost
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costMessage: "&eIt will cost &a{cost}&e to reforge that &a{item}&e! Click again to reforge!"
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# The message to display when the blacksmith fails to reforge an item
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failReforgeMessage: "&cWhoops! Didn't mean to do that! Maybe next time?"
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# The message to display when a player cannot pay for the reforging
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insufficientFundsMessage: "&cYou don't have enough money to reforge that item!"
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# The message to display when holding an item the blacksmith is unable to reforge
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invalidItemMessage: "&cI'm sorry, but I'm a/an {title}, I don't know how to reforge that!"
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# The message to display when presenting a different item than the one just evaluated
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itemChangedMessage: "&cThat's not the item you wanted to reforge before!"
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# The message to display once the blacksmith starts re-forging
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startReforgeMessage: "&eOk, let's see what I can do..."
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# The message to display once the reforging has successfully finished
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successMessage: "There you go! All better!"
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# The message to display if a player is trying to reforge an item with full durability
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notDamagedMessage: "&cThat item is not in need of repair"
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# The message to display if the player tries to salvage an item the blacksmith cannot salvage
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cannotSalvageMessage: "&cI'm unable to salvage that item"
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# The message to display if reforging the player's item would result in no salvage
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tooDamagedForSalvageMessage: "&cThat item is too damaged to be salvaged into anything useful"
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# The message to display when an item is successfully salvaged
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successSalvagedMessage: "&cThere you go!"
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successSalvagedMessage: "&cThere you go!"
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# The message to display when the blacksmith fails to reforge an item
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failSalvageMessage: "&cWhoops! The item broke! Maybe next time?"
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# The message to display when presenting a different item than the one just evaluated
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itemChangedMessage: "&cThat's not the item you wanted to salvage before!"
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# The message to display once the blacksmith starts re-forging
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startSalvageMessage: "&eOk, let's see what I can do..."
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