Adds default configuration values README.md
All checks were successful
EpicKnarvik97/Blacksmith/pipeline/head This commit looks good

This commit is contained in:
Kristian Knarvik 2024-05-06 00:11:35 +02:00
parent d405c0dcff
commit d28d67f1bc

136
README.md
View File

@ -164,92 +164,94 @@ All currently supported presets, and available filters for each preset:
### Blacksmith global-only options
| Key | Value type | Description |
|---------------------------|-------------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| basePrice | positive decimal number | The base price which has to be paid regardless of the durability remaining for an item. Setting this without specifying a material sets the basePrice for any item the basePrice has not been set for. You can use for example "netherite*: 10" to set the value for any material beginning with "netherite". |
| pricePerDurabilityPoint | positive decimal number | The price added for each durability point present/missing (depends on whether natural cost is set to true or false). Setting this without specifying a material sets the pricePerDurabilityPoint for any item the pricePerDurabilityPoint has not been set for. You can use for example "netherite*: 10" to set the value for any material beginning with "netherite". |
| enchantmentCost | positive decimal number | The added cost for each level of an enchantment present on the item. The cost can be set for specific enchantments. Not specifying an enchantment sets the value for all enchantments without a set value. |
| useNaturalCost | true/false | If true, each missing durability will add to the cost (price = basePrice + missingDurability * pricePerDurabilityPoint + enchantmentCost). If false, durability will be used to calculate the cost instead of missingDurability (this was the behavior before natural cost was added). |
| showExactTime | true/false | If true, blacksmiths will display exact time remaining in minutes and seconds, instead of vague expressions |
| chippedAnvilReforgingCost | positive decimal number | The price for reforging a chipped anvil (slightly damaged). No other costs apply! |
| damagedAnvilReforgingCost | positive decimal number | The price for reforging a damaged anvil (very damaged). No other costs apply! |
| Key | Value type | Default | Description |
|---------------------------|-------------------------|-------------------|------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| basePrice | positive decimal number | \[default: 10.0] | The base price which has to be paid regardless of the durability remaining for an item. Setting this without specifying a material sets the basePrice for any item the basePrice has not been set for. You can use for example "netherite*: 10" to set the value for any material beginning with "netherite". |
| pricePerDurabilityPoint | positive decimal number | \[default: 0.005] | The price added for each durability point present/missing (depends on whether natural cost is set to true or false). Setting this without specifying a material sets the pricePerDurabilityPoint for any item the pricePerDurabilityPoint has not been set for. You can use for example "netherite*: 10" to set the value for any material beginning with "netherite". |
| enchantmentCost | positive decimal number | \[default: 5] | The added cost for each level of an enchantment present on the item. The cost can be set for specific enchantments. Not specifying an enchantment sets the value for all enchantments without a set value. |
| useNaturalCost | true/false | true | If true, each missing durability will add to the cost (price = basePrice + missingDurability * pricePerDurabilityPoint + enchantmentCost). If false, durability will be used to calculate the cost instead of missingDurability (this was the behavior before natural cost was added). |
| showExactTime | true/false | false | If true, blacksmiths will display exact time remaining in minutes and seconds, instead of vague expressions |
| chippedAnvilReforgingCost | positive decimal number | 10.0 | The price for reforging a chipped anvil (slightly damaged). No other costs apply! |
| damagedAnvilReforgingCost | positive decimal number | 20.0 | The price for reforging a damaged anvil (very damaged). No other costs apply! |
### Blacksmith per-npc (with default values set in config.yml)
#### Configuration values
| Key | Value type | Description |
|--------------------------------|-----------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | Whether the blacksmith should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| disableCoolDown | true/false | Whether to completely disable the cool-down between repairs. |
| disableDelay | true/false | Whether to completely disable the delay required to reforge an item. |
| failReforgeChance | 0-100 | The chance of the blacksmith failing to repair an item (further damaging it, or just repairing it a bit), and either removing or downgrading all enchantments (if failReforgeRemovesEnchantments is true). |
| failReforgeRemovesEnchantments | true/false | Whether a failed reforge should remove or downgrade all enchantments on the item. |
| extraEnchantmentChance | 0-100 | The chance of the blacksmith adding an enchantment to an item. |
| maxEnchantments | 0-10 | The maximum number of different enchantments a blacksmith can add. |
| maxReforgeWaitTimeSeconds | 0-3600 | The maximum number of seconds a player needs to wait for an item to be repaired. |
| minReforgeWaitTimeSeconds | 0-3600 | The minimum number of seconds a player needs to wait for an item to be repaired. |
| reforgeCoolDownSeconds | 0-3600 | The cool-down, in seconds, a player has to wait between each time they use one specific blacksmith. |
| reforgeAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | Specifies which items this blacksmith is able to reforge. If set to "" or null, all normally repairable items can be repaired. If set to a list of items, only the items specified can be repaired. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| blacksmithTitle | text string | The title displayed as part of the message explaining that a blacksmith doesn't recognize a player's held item |
| enchantmentBlockList | string list | A string list of all enchantments a blacksmith should not be allowed to add to items. |
| reforgeAnvils | true/false | Whether to allow the blacksmith to reforge anvils. If enabled, chipped and damaged anvils will be replaced with a normal anvil. |
| Key | Value type | Default | Description |
|--------------------------------|-----------------------------------------|---------------------------------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | true | Whether the blacksmith should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| failReforgeChance | 0-100 | 10 | The chance of the blacksmith failing to repair an item (further damaging it, or just repairing it a bit), and either removing or downgrading all enchantments (if failReforgeRemovesEnchantments is true). |
| failReforgeRemovesEnchantments | true/false | false | Whether a failed reforge should remove or downgrade all enchantments on the item. |
| extraEnchantmentChance | 0-100 | 5 | The chance of the blacksmith adding an enchantment to an item. |
| maxEnchantments | 0-10 | 3 | The maximum number of different enchantments a blacksmith can add. |
| maxReforgeWaitTimeSeconds | 0-3600 | 30 | The maximum number of seconds a player needs to wait for an item to be repaired. |
| minReforgeWaitTimeSeconds | 0-3600 | 5 | The minimum number of seconds a player needs to wait for an item to be repaired. |
| reforgeCoolDownSeconds | 0-3600 | 60 | The cool-down, in seconds, a player has to wait between each time they use one specific blacksmith. |
| reforgeAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | [ ] | Specifies which items this blacksmith is able to reforge. If set to "" or null, all normally repairable items can be repaired. If set to a list of items, only the items specified can be repaired. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| blacksmithTitle | text string | blacksmith | The title displayed as part of the message explaining that a blacksmith doesn't recognize a player's held item |
| enchantmentBlockList | string list | binding_curse,mending,vanishing_curse | A string list of all enchantments a blacksmith should not be allowed to add to items. |
| reforgeAnvils | true/false | false | Whether to allow the blacksmith to reforge anvils. If enabled, chipped and damaged anvils will be replaced with a normal anvil. |
#### Messages
| Message Key | Explanation |
|--------------------------|-----------------------------------------------------------------------------------------------------------------|
| busyPlayerMessage | The message displayed when the blacksmith is serving another player |
| busyReforgeMessage | The message displayed when the blacksmith is busy reforging an item |
| coolDownUnexpiredMessage | The message displayed when the player has to wait for the cool-down to expire before using the blacksmith again |
| costMessage | The message displayed when telling a player about the cost of repairing an item |
| failReforgeMessage | The message displayed when a blacksmith fails to reforge an item |
| insufficientFundsMessage | The message displayed when a player is unable to pay for reforging an item |
| invalidItemMessage | The message displayed when a blacksmith is presented an item which it cannot repair |
| itemChangedMessage | The message displayed when a player changes their item after being shown the repair cost |
| startReforgeMessage | The message displayed when a blacksmith starts reforging an item |
| successMessage | The message displayed when a blacksmith successfully repairs an item |
| notDamagedMessage | The message displayed if a player tries to reforge an item with full durability |
| Message Key | Default | Explanation |
|--------------------------|-------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------|
| busyPlayerMessage | &cI'm busy at the moment. Come back later! | The message displayed when the blacksmith is serving another player |
| busyReforgeMessage | &cI'm working on it. Be patient! I'll finish {time}! | The message displayed when the blacksmith is busy reforging an item |
| coolDownUnexpiredMessage | &cYou've already had your chance! Give me a break! I'll be ready {time}! | The message displayed when the player has to wait for the cool-down to expire before using the blacksmith again |
| costMessage | &eIt will cost &a{cost}&e to reforge that &a{item}&e! Click again to reforge! | The message displayed when telling a player about the cost of repairing an item |
| failReforgeMessage | &cWhoops! Didn't mean to do that! Maybe next time? | The message displayed when a blacksmith fails to reforge an item |
| insufficientFundsMessage | &cYou don't have enough money to reforge that item! | The message displayed when a player is unable to pay for reforging an item |
| invalidItemMessage | &cI'm sorry, but I'm a/an {title}, I don't know how to reforge that! | The message displayed when a blacksmith is presented an item which it cannot repair |
| itemChangedMessage | &cThat's not the item you wanted to reforge before! | The message displayed when a player changes their item after being shown the repair cost |
| startReforgeMessage | &eOk, let's see what I can do... | The message displayed when a blacksmith starts reforging an item |
| successMessage | There you go! All better! | The message displayed when a blacksmith successfully repairs an item |
| notDamagedMessage | &cThat item is not in need of repair | The message displayed if a player tries to reforge an item with full durability |
### Scrapper global-only options
| Key | Value type | Description |
|----------------|------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| basePrice | positive decimal number | The cost of using a scrapper |
| showExactTime | true/false | If true, scrappers will display exact time remaining in minutes and seconds, instead of vague expressions |
| giveExperience | true/false | If true, each enchantment level on the salvaged item will give one EXP level as salvage |
| trashSalvage | TARGET_MATERIAL:IGNORED_MATERIAL\[,\*_TARGET2:\*_IGNORED2] | The items that should be deferred when calculating partial salvage. Because receiving just the sticks when salvaging a diamond pickaxe is kind of sad, this allows specifying for example: `*_SHOVEL;*_PICKAXE;*_AXE;*_HOE;*_SWORD;SHIELD;*_BOW:STICK` (the default) for deferring sticks in salvage for shovels, pickaxes, axes, hoes and swords. A `:` character splits selected items and the trash salvage. Different item specifications are split by a `;` character. Use `,` to split separate trash salvages when using commands, like: `SHIELD:STICK,BOW_STRING` |
| Key | Value type | Default | Description |
|----------------|------------------------------------------------------------|---------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| basePrice | positive decimal number | 0 | The cost of using a scrapper |
| showExactTime | true/false | false | If true, scrappers will display exact time remaining in minutes and seconds, instead of vague expressions |
| giveExperience | true/false | true | If true, each enchantment level on the salvaged item will give one EXP level as salvage |
| trashSalvage | TARGET_MATERIAL:IGNORED_MATERIAL\[,\*_TARGET2:\*_IGNORED2] | `"*_SHOVEL;*_PICKAXE;*_AXE;*_HOE;*_SWORD;SHIELD;*_BOW:STICK"` | The items that should be deferred when calculating partial salvage. Because receiving just the sticks when salvaging a diamond pickaxe is kind of sad, this allows specifying for example: `*_SHOVEL;*_PICKAXE;*_AXE;*_HOE;*_SWORD;SHIELD;*_BOW:STICK` (the default) for deferring sticks in salvage for shovels, pickaxes, axes, hoes and swords. A `:` character splits selected items and the trash salvage. Different item specifications are split by a `;` character. Use `,` to split separate trash salvages when using commands, like: `SHIELD:STICK,BOW_STRING` |
### Scrapper per-npc (with default values set in config.yml)
#### Configuration values
| Key | Value type | Description |
|---------------------------|-----------------------------------------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | Whether the scrapper should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| failSalvageChance | 0-100 | The chance of the scrapper failing to salvage an item, either further damaging the item, partly repairing the item or causing some items to disappear. |
| salvageAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | Specifies which items this scrapper is able to salvage. If set to "" or null, all normally repairable items can be salvaged. If set to a list of items, only the items specified can be salvaged. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| maxSalvageWaitTimeSeconds | 0-3600 | The maximum number of seconds a player needs to wait for an item to be salvaged. |
| minSalvageWaitTimeSeconds | 0-3600 | The minimum number of seconds a player needs to wait for an item to be salvaged. |
| salvageCoolDownSeconds | 0-3600 | The cool-down, in seconds, a player has to wait between each time they use one specific scrapper. |
| scrapperTitle | text string | The title displayed as part of the message explaining that a scrapper doesn't recognize a player's held item |
| extendedSalvageEnabled | true/false | Whether to enable the extended salvage behavior for this scrapper. As long as it is allowed by salvageAbleItems and it can be crafted in a crafting table, it can be salvaged. This includes things like four planks salvaged into wood. |
| Key | Value type | Default | Description |
|---------------------------|-----------------------------------------|----------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| dropItem | true/false | true | Whether the scrapper should drop the repaired item on the ground (instead of putting it into the player's inventory). |
| failSalvageChance | 0-100 | 0 | The chance of the scrapper failing to salvage an item, either further damaging the item, partly repairing the item or causing some items to disappear. |
| salvageAbleItems | DIAMOND_LEGGINGS,GOLD-pickaxe,bow, etc. | [] | Specifies which items this scrapper is able to salvage. If set to "" or null, all normally repairable items can be salvaged. If set to a list of items, only the items specified can be salvaged. Some presets have been included for ease of use. Use a preset by specifying "preset:sword-smith" instead of a material such as "gold-pickaxe". |
| maxSalvageWaitTimeSeconds | 0-3600 | 5 | The maximum number of seconds a player needs to wait for an item to be salvaged. |
| minSalvageWaitTimeSeconds | 0-3600 | 30 | The minimum number of seconds a player needs to wait for an item to be salvaged. |
| salvageCoolDownSeconds | 0-3600 | 60 | The cool-down, in seconds, a player has to wait between each time they use one specific scrapper. |
| scrapperTitle | text string | scrapper | The title displayed as part of the message explaining that a scrapper doesn't recognize a player's held item |
| extendedSalvageEnabled | true/false | false | Whether to enable the extended salvage behavior for this scrapper. As long as it is allowed by salvageAbleItems and it can be crafted in a crafting table, it can be salvaged. This includes things like four planks salvaged into wood. |
| salvageEnchanted | true/false | false | Whether the scrapper is able to salvage enchanted items. This is disabled by default as it's very easy to accidentally salvage heavily enchanted items if one is not careful. |
#### Messages
| Message Key | Explanation |
|-----------------------------|---------------------------------------------------------------------------------------------------------------|
| busyPlayerMessage | The message displayed when the scrapper is serving another player |
| busySalvageMessage | The message displayed when the scrapper is busy salvaging an item |
| coolDownUnexpiredMessage | The message displayed when the player has to wait for the cool-down to expire before using the scrapper again |
| invalidItemMessage | The message displayed when a scrapper is presented an item which it cannot salvage |
| tooDamagedForSalvageMessage | The message displayed when a scrapper is presented with an item too damaged to produce salvage. |
| successSalvagedMessage | The message displayed when a scrapper successfully repairs an item |
| failSalvageMessage | The message displayed when a scrapper fails to salvage an item |
| itemChangedMessage | The message displayed when a player changes their item after being shown the salvage cost |
| startSalvageMessage | The message displayed when a scrapper starts salvaging an item |
| insufficientFundsMessage | The message displayed when a player is unable to pay for scrapping an item |
| costMessage | The message displayed when telling a player about the cost of scrapping an item |
| Message Key | Default | Explanation |
|-------------------------------|-----------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------|
| busyPlayerMessage | &cI'm busy at the moment. Come back later! | The message displayed when the scrapper is serving another player |
| busySalvageMessage | &cI'm working on it. Be patient! I'll finish {time}! | The message displayed when the scrapper is busy salvaging an item |
| coolDownUnexpiredMessage | &cYou've already had your chance! Give me a break! I'll be ready {time}! | The message displayed when the player has to wait for the cool-down to expire before using the scrapper again |
| invalidItemMessage | &cI'm sorry, but I'm a/an {title}, I don't know how to salvage that! | The message displayed when a scrapper is presented an item which it cannot salvage |
| tooDamagedForSalvageMessage | &cThat item is too damaged to be salvaged into anything useful | The message displayed when a scrapper is presented with an item too damaged to produce salvage |
| successSalvagedMessage | There you go! | The message displayed when a scrapper successfully repairs an item |
| failSalvageMessage | &cWhoops! The item broke! Maybe next time? | The message displayed when a scrapper fails to salvage an item |
| itemChangedMessage | &cThat's not the item you wanted to salvage before! | The message displayed when a player changes their item after being shown the salvage cost |
| startSalvageMessage | &eOk, let's see what I can do... | The message displayed when a scrapper starts salvaging an item |
| insufficientFundsMessage | &cYou don't have enough money to salvage an item! | The message displayed when a player is unable to pay for scrapping an item |
| costMessage | &eIt will cost &a{cost}&e to salvage that item! {yield} &eClick again to salvage! | The message displayed when telling a player about the cost of scrapping an item |
| fullSalvageMessage | &aI should be able to extract all components from that pristine item.&r | The message displayed as part of costMessage's yield placeholder if all components will be returned |
| partialSalvageMessage | &cI cannot extract all components from that damaged item.&r | The message displayed as part of costMessage's yield placeholder if only some components will be returned |
| cannotSalvageEnchantedMessage | &cI'm sorry, but I'm unable to salvage enchanted items! | The message displayed when telling a player that the scrapper cannot salvage enchanted items |
## Language customization