Pages » Qrpg » Modules » Refine


Commands

Command Arguments Description Player only Permission(s)
/refine refine [id] Refines item in hand with specified Refine Item. Yes quantumrpg.refine.cmd.refine
/refine downgrade - Downgrades item in hand. Yes quantumrpg.refine.cmd.downgrade

Permissions

Permission Description
quantumrpg.refine Full access to Refine module.
quantumrpg.refine.cmd Access to all Refine commands.

Settings.yml

# Custom module command aliases.
# You can provide multiple aliases by separating them with a comma.
command-aliases: arrows,rpgarrows

refine:
  # Executes Custom Actions when refining is successful.
  actions-on-success:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: ENTITY_EXPERIENCE_ORB_PICKUP; ~target: self;'
      - '[PARTICLE_SIMPLE] ~name: VILLAGER_HAPPY; ~offset: 0.15, 0.15, 0.15; ~speed: 0.1; ~amount: 50; ~target: self;'
  # Executes Custom Actions when refining is unsuccessful.
  actions-on-failure:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: BLOCK_ANVIL_DESTROY; ~target: self;'
      - '[PARTICLE_SIMPLE] ~name: VILLAGER_ANGRY; ~offset: 0.15, 0.15, 0.15; ~speed: 0.1; ~amount: 50; ~target: self;'
  
  # Max. possible refine level for all items.
  max-level: 15
  
  # Downgrade level table. Defines how many refine levels item will lost on unsuccessful refine.
  # Key = Item refine level, Value = amount of level downgrade.
  fail-level-downgrade:
    '1': 1
    '12': 2 # Item lost 2 levels on 12 refine level, 12 -> 10.
    '13': 3
    '14': 4
    '15': 5
  # When refine is unsuccessful, you can add a silent rate bonus to increase the socket chance for a next attempt.
  fail-silent-rate-bonus:
    # Bonus rate table.
    # Key = current item refine level, Value = amount of added bonus rate.
    by-refine-level:
      '0': 7 # Adds 7% successful rate when item has 0 refine levels.
      '1': 5
      '2': 3

# Item format after refine.
format:
  item-name:
    # When false, refine level will be added at the end of item name, else before.
    as-prefix: true
    # Custom refine format depends on it's level.
    # It will always use the greatest key less than or equal to the refine level.
    # Placeholders:
    # - %level% - Refine level.
    format-by-level:
      '1': '+%level% '
      '3': '&c&l+%level% '
  item-lore:
    # Defines the format for affected by refining item stats.
    # This text will be added at the end of stat line in item lore.
    # Placeholders:
    # - %amount% - Refine bonus amount for this stat.
    format: '&8(&7+%amount%&8)'
    # This setting allows you to expand item lore when item is refined.
    # Placeholders:
    # - %ITEM_LORE% - Item lore.
    # - %stone% - Name of the item used in refine.
    text:
    - '%ITEM_LORE%'
    - '&7'
    - '&7Refined with: &e%stone%'

# Global module item format.
# All items inside the module has it's own config file with their own name and lore settings.
# When item is generated, it's name and lore will be replaced with these values.
# This allows you to have the same format for all module items without manually editing each item.
# Placeholders:
# - Tier Placeholders.
# - %ITEM_NAME% - Item name.
# - %ITEM_LORE% - Item lore.
# - %ITEM_LEVEL% - Item level number.
# - %ITEM_LEVEL_ROMAN% - Item level in Roman number.
# - %ITEM_SUCCESS_RATE% - Displays item socket chance.
# - %ITEM_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in the Soulbound module).
# - %ITEM_CHARGES% - Applies and displays item charges attribute.
# - %TARGET_LEVEL% - Applies and displays level requirement for the target item.
# - %TARGET_TYPE% - Applies and displays item type requirement for the target item.
# - %TARGET_MODULE% - Applies and displays module requirement for the target item.
item-format:
  name: '%TIER_COLOR%%ITEM_NAME% (Lv. %ITEM_LEVEL%)'
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7This stone can increase your'
  - '&7item stats for a bit up to 15 lvl.'
  - '&7Success Rate: &a%ITEM_SUCCESS_RATE%%'
  - '&7Tier: %TIER_NAME%'
  - '%ITEM_CHARGES%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%TARGET_LEVEL%'
  - '%TARGET_TYPE%'
  - '%TARGET_MODULE%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag & drop onto item to refine.'

gui:
  title: '&2&l<&2&nRefining&2&l>'
  size: 9
  item-slot: 3
  source-slot: 4
  result-slot: 5
  content:
    filler:
      material: BLACK_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 1,2,6,7
      type: NONE
    accept:
      material: LIME_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&2« &aAccept &2»'
      lore:
      - '&7You will try to refine your item.'
      - ''
      - '&7In case of failure your item refine level'
      - '&7will be &cdowngraded&7 to &c%downgrade% Lvl.'
      slots: '8'
      type: ACCEPT
    exit:
      material: RED_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&4« &cCancel &4»'
      lore: []
      slots: '0'
      type: EXIT

Item Example

material: CHARCOAL
name: 'Enchantment Stone'
lore: []

# [Optional] Custom item model data from resourcepack.
model-data: 123

# [Optional] Item amount.
amount: 1

# [Optional] Item durability value.
durability: 10

# [Optional]
# Custom head texture. For player heads only.
# Some textures can be find here: https://minecraft-heads.com/
skull-hash: ''

# [Optional] 
# Adds random enchantment to make item glow.
enchanted: false

# [Optional]
# Item color for Leather armor and Potions.
# Syntax: R,G,B. -1 will define random color (0-255).
color: 255,255,255

# [Optional]
# Makes item unbreakable.
unbreakable: false

# [Optional]
# Item Flags. Use '*' to apply all flags.
# All flags you can find - HERE -
item-flags:
- HIDE_ATTRIBUTES
- HIDE_ENCHANTS

# [Required]
# Item Tier.
# If item missed this setting, it will throw an console error and won't be loaded.
tier: rare

# [Required]
# Item level.
level:
  min: 1
  max: 2

# [Optional]
# Defines how many times item can be used before it disappears.
# NOTE: When this setting is missed, item will have unlimited charges amount!
# Item will always use the greatest key less than or equal to the item level.
uses-by-level:
  '1': 1 # 1 charge at 1 level.
  '2': 3 # 3 charges at 2 levels 2-4.
  '5': 10 # 10 charges at level 5

# [Required]
# Defines the chance of successful item socketing.
# NOTE: When this setting is missed, item will have 100% socket rate!
# Item will always use the greatest key less than or equal to the item level.
# Allowed syntaxes:
# - [rate] - Exact socket rate.
# - [min~max] - Exact random socket rate.
# Allowed placeholders:
# - %ITEM_LEVEL% - Item level.
success-rate-by-level:
  '1': '75'
  '2': 30 * %ITEM_LEVEL%
  '3': '30~50'

# Provide custom refine bonuses here.
# Item will always use the greatest key less than or equal to the item level.
# You can display these bonuses in item name and lore using these placeholders:
# - %DAMAGE_[ID]% - Displays bonus value of [ID] damage.
# - %DEFENSE_[ID]% - Displays bonus value of [ID] defense.
# - %ITEM_STAT_[ID]% - Displays bonus value of [ID] stat.
refine-by-level:
  # Refine item level.
  '1':
    # List of Item Stats, Damage Types, Defense Types with bonus values.
    # Negative values are allowed.
    # Add percent symbol at the end of value to make it work as a multiplier.
    item-stats: {}
    damage-types:
      physical: 1%
    defense-types: {}
  '2':
    item-stats: {}
    damage-types:
      physical: 1.5%
    defense-types: {}
  '3':
    item-stats: {}
    damage-types:
      physical: 2%
    defense-types: {}
  '4':
    item-stats: {}
    damage-types:
      physical: 2.5%
    defense-types: {}
  '5':
    item-stats: {}
    damage-types:
      physical: 3%
    defense-types: {}
  '6':
    item-stats: {}
    damage-types:
      physical: 3.5%
    defense-types: {}
  '7':
    item-stats: {}
    damage-types:
      physical: 4%
    defense-types: {}
  '8':
    item-stats: {}
    damage-types:
      physical: 4.5%
    defense-types: {}
  '9':
    item-stats: {}
    damage-types:
      physical: 5%
    defense-types: {}
  '10':
    item-stats: {}
    damage-types:
      physical: 5.5%
    defense-types: {}
  '11':
    item-stats: {}
    damage-types:
      physical: 6%
    defense-types: {}
  '12':
    item-stats: {}
    damage-types:
      physical: 6.5%
    defense-types: {}
  '13':
    item-stats: {}
    damage-types:
      physical: 7%
    defense-types: {}
  '14':
    item-stats: {}
    damage-types:
      physical: 7.5%
    defense-types: {}
  '15':
    item-stats: {}
    damage-types:
      physical: 8%
    defense-types: {}


# [Optional]
# This item will be applicable to the target item only if all the requirements are met.
target-requirements:
  # Item Group or Item Type or Material requirements.
  type:
  - 'armor'
  - 'sword'
  # Item level requirements.
  # Item will always use the greatest key less than or equal to the item level.
  # Allowed syntaxes:
  # - [level] - Exact level requirement.
  # - [min]:[max] - Exact ranged level requirement.
  # - [min~max] - Exact random level requirement.
  # - [min1~min2]:[max1] - Ranged random of two min. and one max. levels requirement and vice versa.
  # - [min1~min2]:[max1~max2] - Ranged random of two min. and two max. levels requirement.
  # Allowed placeholders:
  # - %ITEM_LEVEL% - Item level.
  level:
    '1': 10
    '2': '10:15'
    '3': '15~20'
  # Module requirements. Use '*' to include all the modules.
  # If target item is not from a QRPG module, this requirement will always fails.
  module:
  - '*'
  # Tier requirement.
  # Provide Tier Identifier.
  tier: common
18+