166 lines
7.7 KiB
YAML
166 lines
7.7 KiB
YAML
# 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..." |