Pages » Qrpg » Modules » Repair


Commands

Command Arguments Description Player only Permission(s)
/repair open -
[player]
[player] [force(true/false)]
Opens Repair GUI.
Opens Repair GUI to specified player.
Force opens Repair GUI to specified player.
Yes
No
No
quantumrpg.repair.cmd.open
/repair get [id] [level] [amount] Get specified module item. Yes quantumrpg.admin
/repair give [player] [id] [level] [amount] Give specified module item to a player. No quantumrpg.admin
/repair drop [world] [x] [y] [z] [id] [level] [amount] Drop specified module item at specified location. No quantumrpg.admin
/repair list - List of all module items. No quantumrpg.admin

Permissions

Permission Description
quantumrpg.repair Full access to Repair module.
quantumrpg.repair.cmd Access to all Repair commands.
quantumrpg.repair.gui Allows to use Repair GUI.

Settings.yml

repair:
  # Custom Actions that will be executed when repair is successful.
  actions-complete:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: BLOCK_ANVIL_USE; ~target: self;'
  # Custom Actions that will be executed when repair is unsuccessful.
  actions-error:
    default:
      target-selectors:
        self:
        - '[SELF]'
      conditions:
        list: []
        actions-on-fail: 'null'
      action-executors:
      - '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
  # Repair Type settings.
  types:
    EXP:
      # Enable/Disable repair type.
      enabled: true
      # Repair cost for each durability unit the item is missing.
      cost-per-unit: 0.1
    MATERIAL:
      enabled: true
      cost-per-unit: 0.02
    VAULT:
      enabled: true
      cost-per-unit: 1.39
  # Repair materials.
  materials:
    # When true, items with name/lore/tags won't be count as repair materials.
    ignore-items-with-meta: false
    # Your custom material groups.
    # Material group defines the materials that can be used to repair items.
    materials-group:
      # Custom unique group identifier with list of affected Materials.
      diamond:
      - DIAMOND
      iron:
      - IRON_INGOT
      gold:
      - GOLD_INGOT
      stone:
      - STONE
      - COBBLESTONE
      wood:
      - OAK_WOOD
      - BIRCH_WOOD
      stick:
      - STICK
    # Your custom material tables.
    # Material table defines the items that can be repaired.
    materials-table:
      # Custom unique table identifier.
      # MUST BE EQUALS TO THE ONE OF 'materials-group' GROUPS!!!
      diamond:
        # Localized name.
        name: Diamond(s)
        # List of attached item Materials.
        # You can use '*' at the start and end material name to make it work as a wildcard.
        can-repair:
        - DIAMOND_*
      iron:
        name: Iron Ingot(s)
        can-repair:
        - IRON_*
        - SHEARS
      gold:
        name: Gold Ingot(s)
        can-repair:
        - GOLDEN_*
      stone:
        name: Stone(s)
        can-repair:
        - STONE_*
      wood:
        name: Wood
        can-repair:
        - WOODEN_*
      stick:
        name: Stick(s)
        can-repair:
        - BOW

anvil:
  # Enable/Disable using vanilla Anvil to open Repair GUI.
  enabled: true
  # Mouse key to open Repair GUI.
  # Allowed keys: LEFT, RIGHT, SHIFT_RIGHT, SHIFT_LEFT.
  open-action: SHIFT_RIGHT


# 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_UNTRADEABLE% - Applies Untradeable Attribute (must be enabled in Soulbound module).
# - %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.
# - %TARGET_TIER% - Applies and displays Tier requirement for the target item.
item-format:
  name: '%TIER_COLOR%%ITEM_NAME% (Lv. %ITEM_LEVEL%)'
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7Tier: %TIER_NAME%'
  - '%ITEM_LORE%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%TARGET_LEVEL%'
  - '%TARGET_TYPE%'
  - '%TARGET_MODULE%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag & drop onto item to apply.'

# Repair GUI.
gui:
  title: '&4&l<&4&nRepair&4&l>'
  size: 54
  item-slot: 1
  source-slot: 7
  result-slot: 22
  # Buttons to select the Repair Type.
  repair-types:
    exp:
      material: BOOK
      skull-hash: ''
      name: '&7[&eRepair by Exp&7]'
      # Placeholders:
      # - %cost% - Repair cost.
      # - %have% - Player balance.
      lore:
      - '&eCost:           &6%cost% exp'
      - '&eYou have:     &6%have% exp'
      - '&8&m                                              '
      - '&eRepairs an item by your exp points.'
      slots: '37'
      # Define Repair Type here.
      type: EXP
    material:
      material: CRAFTING_TABLE
      skull-hash: ''
      name: '&7[&6Repair by Material&7]'
      # Placeholders:
      # - %mat% - Material table name.
      lore:
      - '&eCost:           &6%cost% %mat%'
      - '&eYou have:     &6%have% %mat%'
      - '&8&m                                              '
      - '&eRepairs an item by materials.'
      item-flags:
      - '*'
      slots: '40'
      type: MATERIAL
    vault:
      material: EMERALD
      skull-hash: ''
      name: '&7[&aRepair by Money&7]'
      lore:
      - '&eCost:           &6%cost%$'
      - '&eYou have:     &6%have%$'
      - '&8&m                                              '
      - '&eRepairs an item by money.'
      slots: '43'
      type: VAULT
  # Your other custom items.
  content:
    filler_black:
      material: BLACK_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,38,39,41,42,44,45,46,47,48,49,50,51,52,53
      type: NONE
    filler_yellow:
      material: YELLOW_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 2,3,4,5,6,13
      type: NONE
    filler_orange:
      material: ORANGE_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 19,20,21,23,24,25,28,31,34
      type: NONE
    accept:
      material: LIME_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&a&l&nAccept'
      lore:
      - '&7The item will be repaired'
      - '&7if you can afford the repair.'
      - '&8&m                                              '
      - '&c&oDon''t forget to select'
      - '&c&othe repair type!'
      slots: '50'
      type: ACCEPT
    exit:
      material: RED_STAINED_GLASS_PANE
      skull-hash: ''
      enchanted: false
      name: '&c&l&nCancel'
      lore: []
      slots: '48'
      type: EXIT

Item Example

material: IRON_AXE
name: 'Repair Tool'
# Placeholders:
# - %repair% - Repair percent amount.
lore: []

# Amount of durability (in percent) this item will repair on use.
# Item will always use the greatest key less than or equal to the item level.
repair-by-level:
  '1': 10
  '2': 20
  '3': 30
  '4': 40

# [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

# [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+