# Blacksmith Configuration # The language used for messages. Only "en" is supported language: en # Settings for the blacksmith trait blacksmith: # The settings which apply to all Blacksmith NPCs. These can also be changed using the /blacksmithconfig command global: # The minimum price of each cost basePrice: # You can add, for example "diamond-sword: 15.3" to change the base cost for a specific item default: 10.0 # The additional cost for each durability point missing (natural cost) or present (not natural cost) pricePerDurabilityPoint: # You can add, for example "diamond-sword: 0.09" to change the base cost for a specific item default: 0.005 # The additional cost for each enchantment level present on an item enchantmentCost: # You can add, for example "arrow-infinite: 0.09" to change the enchantment cost for a specific enchantment default: 5 # Natural cost makes re-forging more expensive the more damaged the item is. Disabling this will enable the legacy # blacksmith behavior instead useNaturalCost: true # Exact time displays the exact number of seconds and minutes remaining as part of the reforging cool-down and # reforging delay messages, instead of just vaguely hinting at the remaining time. showExactTime: false # The cost of fully repairing a chipped anvil chippedAnvilReforgingCost: 10.0 # The cost of fully repairing a damaged anvil damagedAnvilReforgingCost: 20.0 # The settings which are set to any new NPC. To change any of these settings for an existing NPC, you must change the # Citizens NPC file, or use the /blacksmith command defaults: # Whether the item will drop a reforged item on the ground, instead of putting it into the user's inventory dropItem: true # 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: [ ] # The enchantments a blacksmith is denied from applying to an item. Disable anything you find too op or annoying. enchantmentBlocklist: [ "binding_curse", "mending", "vanishing_curse" ] # 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% # Whether failed reforging should remove or downgrade the item's enchantments failReforgeRemovesEnchantments: false # Default = false # 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 maxEnchantments: 3 # Whether the blacksmith will reforge anvils as a special case reforgeAnvils: false # All settable delays delaysInSeconds: # The maximum time for a reforging to finish maximum: 30 # The minimum time for a reforging to finish minimum: 5 # The cool-down period between each reforge reforgeCoolDown: 60 # The title describing the blacksmith's usage/speciality blacksmithTitle: "blacksmith" # All messages used by the NPC messages: # The message to display when another player is using the blacksmith busyPlayerMessage: "&cI'm busy at the moment. Come back later!" # The message to display when the blacksmith is working on the reforging busyReforgeMessage: "&cI'm working on it. Be patient! I'll finish {time}!" # The message to display when the blacksmith is still on a cool-down from the previous re-forging coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break! I'll be ready {time}!" # The message to display when informing a player about the reforging cost costMessage: "&eIt will cost &a{cost}&e to reforge that &a{item}&e! Click again to reforge!" # 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 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 reforge invalidItemMessage: "&cI'm sorry, but I'm a/an {title}, I don't know how to reforge that!" # The message to display when presenting a different item than the one just evaluated itemChangedMessage: "&cThat's not the item you wanted to reforge before!" # The message to display once the blacksmith starts re-forging startReforgeMessage: "&eOk, let's see what I can do..." # The message to display once the reforging has successfully finished successMessage: "There you go! All better!" # The message to display if a player is trying to reforge an item with full durability notDamagedMessage: "&cThat item is not in need of repair" # Settings for the scrapper trait scrapper: # The settings which apply to all Scrapper NPCs. These can also be changed using the /scrapperconfig command global: # Exact time displays the exact number of seconds and minutes remaining as part of the scrapping cool-down and # scrapping delay messages, instead of just vaguely hinting at the remaining time. showExactTime: false # Whether enchanted salvaged items should return some amount of exp upon salvage giveExperience: true # The settings which are set to any new scrapper NPC. To change any of these settings for an existing NPC, you must # change the Citizens NPC file, or use the /scrapper command defaults: # Whether the item will drop materials resulting from scrapping on the ground, instead of putting them into the user's inventory dropItems: true # The chance to fail a salvage, thus destroying the item (0-100) failSalvageChance: 0 # The items a blacksmith is able to salvage. 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. salvageAbleItems: [ ] messages: # The message to display when another player is using the scrapper busyPlayerMessage: "&cI'm busy at the moment. Come back later!" # The message to display when the blacksmith is working on the salvaging busySalvageMessage: "&cI'm working on it. Be patient! I'll finish {time}!" # The message to display when the blacksmith is still on a cool-down from the previous re-forging coolDownUnexpiredMessage: "&cYou've already had your chance! Give me a break! I'll be ready {time}!" # The message to display if the player tries to salvage an item the blacksmith cannot salvage cannotSalvageMessage: "&cI'm unable to salvage that item" # The message to display if reforging the player's item would result in no salvage tooDamagedForSalvageMessage: "&cThat item is too damaged to be salvaged into anything useful" # The message to display when an item is successfully salvaged successSalvagedMessage: "&cThere you go!" # The message to display when the blacksmith fails to reforge an item failSalvageMessage: "&cWhoops! The item broke! Maybe next time?" # The message to display when presenting a different item than the one just evaluated itemChangedMessage: "&cThat's not the item you wanted to salvage before!" # The message to display once the blacksmith starts re-forging startSalvageMessage: "&eOk, let's see what I can do..."