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
Information
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