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Allows to repair items with custom durability.

Repair Modes:

  • Material: Repair item with item material.
  • Exp: Repair item with experience.
  • Vault: Repair item with money.
  • Different repair price modifier for each type per one missing durability point.​

Material Tables and Groups:

  • Repair GUI.
  • Create material groups with materials list.
  • Create material tables, attach it to material groups and provide the items it can repair.​

Anvil Repair:

  • Override or add another anvil action to open custom repair GUI.​

Repair Tools:

  • Use repair tools for 'fast' item repair.
  • Repair amount is in percent of the max. item durability.
  • Repair amount can be different on each tool level.
  • Requirements for the target item such as level and type.​

Media:

Settings.yml

Default module settings are described HERE.

cfg_version: 1.0
command-aliases: repair,qrep
messages-output: ACTION_BAR

repair:
  # Repair effects
  effects:
    enabled: true
    effect: SPELL_WITCH
  sounds:
    enabled: true
    sound: BLOCK_ANVIL_USE
  
  # Settings for Repair modes
  types:
    EXP:
      enabled: true
      # Cost modifier for one missing durability point.
      cost-per-unit: 0.1
    MATERIAL:
      enabled: true
      cost-per-unit: 0.02
    VAULT:
      enabled: true
      cost-per-unit: 1.33

  materials:
    # When true items with custom meta won't be counted as materials for repair.
    ignore-items-with-meta: false
    # Custom materials group.
    # Define here Materials, that can be used in repair.
    materials-group:
      diamond:
      - DIAMOND
      iron:
      - IRON_INGOT
      gold:
      - GOLD_INGOT
      stone:
      - STONE
      - COBBLESTONE
      wood:
      - OAK_WOOD
      - BIRCH_WOOD
      stick:
      - STICK
    # Custom materials table
    materials-table:
      # This must be valid Material Group.
      diamond:
        # Table name
        name: Diamond(s)
        can-repair:
        # List of item Materials this table can repair.
        # You use * as a wildcard.
        - DIAMOND_*
      iron:
        name: Iron Ingot(s)
        can-repair:
        - IRON_*
      gold:
        name: Gold Ingot(s)
        can-repair:
        - GOLDEN_*
      stone:
        name: Stone(s)
        can-repair:
        - STONE_*
      wood:
        name: Wood
        can-repair:
        - WOOD_*
      stick:
        name: Stick(s)
        can-repair:
        - BOW

anvil:
  # Enable/Disable using anvil to open custom repair GUI
  enabled: true
  # Action to open custom repair GUI.
  open-action: SHIFT_RIGHT

# Module item format
item-format:
  name: '%item_name% %rlevel%'
  lore:
  - '%item_lore%'

# GUI Foramt
gui:
  title: '&4&l<&4&nRepair&4&l>'
  size: 54
  # Slot for target item
  item-slot: 1
  # Slot for source (tool) item
  source-slot: 7
  # Slot for result preview
  result-slot: 22
  # Buttons to select Repair Mode
  repair-types:
    EXP:
      material: BOOK:0:1
      skull-hash: ''
      name: '&7[&eRepair by Exp&7]'
      lore:
      - '&7> &fCost:           &e%cost% exp'
      - '&7> &fYou have:     &e%have% exp'
      - '&8&m                                              '
      - '&7Repairs an item by your exp points.'
      slots: '37'
      type: NONE
    MATERIAL:
      material: CRAFTING_TABLE:0:1
      skull-hash: ''
      name: '&7[&6Repair by Material&7]'
      lore:
      - '&7> &fCost:           &6%cost% %mat%'
      - '&7> &fYou have:     &6%have% %mat%'
      - '&8&m                                              '
      - '&7Repairs an item by materials.'
      slots: '40'
      type: NONE
    VAULT:
      material: EMERALD:0:1
      skull-hash: ''
      name: '&7[&aRepair by Money&7]'
      lore:
      - '&7> &fCost:           &a%cost%$'
      - '&7> &fYou have:     &a%have%$'
      - '&8&m                                              '
      - '&7Repairs an item by money.'
      slots: '43'
      type: NONE
  content:
    filler_black:
      material: BLACK_STAINED_GLASS_PANE:0:1
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53
      type: NONE
    filler_yellow:
      material: YELLOW_STAINED_GLASS_PANE:0:1
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 2,3,4,5,6,13
      type: NONE
    filler_orange:
      material: ORANGE_STAINED_GLASS_PANE:0:1
      skull-hash: ''
      enchanted: false
      name: ''
      lore: []
      slots: 19,20,21,23,24,25,28,31,34
      type: NONE
    accept:
      material: LIME_STAINED_GLASS_PANE:0:1
      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:0:1
      skull-hash: ''
      enchanted: false
      name: '&c&l&nCancel'
      lore: []
      slots: '48'
      type: EXIT

Items

Default module item settings and placeholders are described HERE.

Item Module Types: Interactive + Leveled + Limited.

Item Placeholders:

  • %repair% - Repair amount.
# Default item settings
material: IRON_AXE:0:1
name: '&0&fRepair Hammer'
lore:
- '&8&m               &f  「 INFO 」  &8&m               '
- '&7Tier: &fCommon'
- '&7Uses: &f%uses%&7/&f%uses-max%'
- '&7Repair amount: &f%repair%%'
- '&8&m              &f  「 USAGE 」  &8&m              '
- '&7Drag & Drop onto item to repair.'
item-flags:
- '*'

# Min. and max. item level
min-level: 1
max-level: 5

# Amount of uses on each item level
uses-by-level:
  '1': 1
  '2': 3

# Repair amount (in percent) on each item level.
# Format: Tool Level : Repair Amount
repair-by-level:
  '1': 10
  '2': 20
  '3': 30
  '4': 40
  '5': 50
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