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Refine allows players to improve their equipment for a bit with specified items.

Item Format:

  • Add refine level display to item name as prefix or suffix.
  • Add bonus stats display to the current item stats.​

Item Requirements:

  • Define the target item refine requirements such as level and type.

Downgrade:

  • Define how many refine levels item will lost on unsuccessful refine.
  • Downgrade amount can be different depends on current item refine level.​​

Stats, Damage and Defense bonuses:

  • Amount of bonuses are limited only to the amount of Stats/Damage/Defense types.
  • Bonuses may be different on each refine level.​​
  • Bonuses may be both positive and negative.
  • Bonuses may be as a multiplier to the current stats of item.​

Media:

Settings.yml

Default module settings are described HERE.

refine:
  max-level: 15
  # Particle names for refine effects.
  effects:
    enabled: true
    success: VILLAGER_HAPPY
    failure: VILLAGER_ANGRY
  # Sound names for refine effects.
  sounds:
    enabled: true
    success: ENTITY_EXPERIENCE_ORB_PICKUP
    failure: BLOCK_ANVIL_DESTROY
  # How many refine levels item will lost depends on current refine level.
  # Format Item Refine Level : Amount of downgrade
  fail-level-downgrade:
    '1': 1
    '2': 1
    '3': 1
    '4': 1
    '5': 1
    '6': 1
    '7': 1
    '8': 1
    '9': 1
    '10': 1
    '11': 1
    '12': 2
    '13': 3
    '14': 4
    '15': 5

# Refine display format.
format:
  item-name:
    # When true add refine format at the beginning of item name.
    as-prefix: true
    # The text, which will be added to item name. Placeholder %lvl% to display refine level.
    # Format: Refine Level : Text.
    format-by-level:
      '1': '+%lvl%'
  item-lore:
    # Displays the additional stat bonus from refine. Placeholder %amount% to display refine stat bonus.
    format: '&8(&7+%amount%&8)'
    # Adds additional lines to item lore.
    # Placeholders:
    # %item-lore% - Original item lore.
    # %stone% - Enchantment stone name.
    text:
    - '%item-lore%'
    - '&7'
    - '&7Refined with: &e%stone%'

# Item format
item-format:
  name: '%item_name% (Lv. %level%)'
  lore:
  - '&f» &7Sucess: &a&l%s%% &8| &7Failure: &c&l%d%%'
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7This stone can increase your'
  - '&7item stats for a bit up to 15 lvl.'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%item-level%'
  - '%item-types%'
  - '&8&m               &f 「 USAGE 」 &8&m               '
  - '&7Drag & drop onto item to refine.'

# Refine GUI format
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:0:1
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 0,1,2,3,4,5,6,7,8
      type: NONE
    accept:
      material: LIME_STAINED_GLASS_PANE:0:1
      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:0:1
      skull-hash: ''
      enchanted: false
      name: '&4« &cCancel &4»'
      lore: []
      slots: '0'
      type: EXIT

Items

Default module item settings and placeholders are described HERE.

Item Module Types: Interactive + Leveled + Rate.

# Default item settings.
material: CHARCOAL:0
name: '&eEnchantment Stone'
lore: []
enchanted: false

# Min. and max. item level
min-level: 1
max-level: 3

# Min. and max refine chance.
min-success-rate: 50
max-success-rate: 75

# Target item level requirements.
item-level-requirements: {}

# Target item type requirements.
item-types:
- WEAPON

# Refine bonus by refine level.
refine-by-level:
  # Define stat bonus here.
  #
  # Format: ITEM_STAT : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% BURN_RATE = BURN_RATE * 1.15, while flat 15 BURN_RATE = BURN_RATE + 15.
  item-stats: {}
  
  # Define damage bonus here.
  #
  # Format: Damage Type : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% Damage = Damage * 1.15, while flat 15 Damage = Damage + 15.
  damage-types:
    # Item Refine level
    '1':
      physical: 1%
    '2':
      physical: 1.5%
    '3':
      physical: 2%
    '4':
      physical: 2.5%
    '5':
      physical: 3%
    '6':
      physical: 3.5%
    '7':
      physical: 4%
    '8':
      physical: 4.5%
    '9':
      physical: 5%
    '10':
      physical: 5.5%
    '11':
      physical: 6%
    '12':
      physical: 6.5%
    '13':
      physical: 7%
    '14':
      physical: 7.5%
    '15':
      physical: 8%
      
  # Define defense bonus here.
  #
  # Format: Defense Type : Number
  #
  # Add the percent (%) symbol at the end of number to make it work as a multiplier. 
  # Multiplier = (1 + Number / 100). Example: 15% Defense = Defense * 1.15, while flat 15 Defense = Defense + 15.
  defense-types: {}

# Useless atm
socket-display: '&eEnchantment Stone'
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