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
Information
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