83 lines
5.4 KiB
YAML
83 lines
5.4 KiB
YAML
Scavenge:
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ItemBreak:
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# Defined percentage for item to break when salvaging it
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# Value can be from 0 to 100, where 100 means that each time player extract enchant, item breaks
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# This can allow player to extract enchantments without breaking item itself
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# Set it to 100 if you want to always break item
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# Keep in mind that broken item will go throw ingredient return process
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# Attention! Items without enchants will have 100% break chance
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Base: 8.0
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# Adds extra chance to break item depending on how many enchants item has
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# In example having base chance of 8% and having this set to 2 while having item with 3 enchants will result into 8+(2*3)=14% chance to break item
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ForEachEnchant: 2.0
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# Adds extra chance to break item depending on enchant level
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# This will take into consideration enchantment max and current levels
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# Having this set to 7.5 means, that enchantment at max level will have 7.5% extra chance to to break item
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# But if you have sharpness 2 which has max level of 5, then only 3% fail chance will be added
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ForEachEnchantLevel: 2.0
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# Defines in percentage a max chance to break item when extracting enchants
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# This can limit chance to particular one in case it gets to 100% and it would always break
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MaxBreakChance: 100.0
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# Value between 0 and 100 which defines extra fail chance when items doesnt have max durability
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# Having this set to 50 will mean that item at 1 left durability will have fail chance increase by 50%
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# Items which are not damaged will not experience any fail chance increase
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BreakDurabilityCheck: 50.0
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# When set to true, items durability will be taken into consideration when extracting ingredients
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# In example if item has 100 max durability and current is at 50, then only half of ingredients will be considered for extraction
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# This doesnt mean that player gets 50% of them, it only means that half of possible ingredients will go throw IngredientReturn process
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DurabilityCheck: true
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IngredientReturn:
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# Defines in percentage a max chance to return ingredients of item if it fails extraction process
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# This will apply for each ingredient that item has
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# Recipe to make that item should exist in database, or it will not return any ingredients
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Base: 25.0
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EnchantExtractionFail:
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# Adds base chance to fail enchantment extraction
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# When enchantment fails, player will not get enchant book with appropriate enchantment
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Base: 10.0
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# Adds extra chance to fail enchantment extraction depending on enchantment level
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# This will take into consideration enchantment max and current levels
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# Having this set to 75 means, that enchantment at max level will have 75% chance to fail extraction process
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# But if you have sharpness 2 which has max level of 5, then only 30% chance to fail will get applied
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# While enchants like Aquaaffinity will always have max fail chance as you can only have it at level 1
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ForEachLevel: 10.0
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# Defines in percentage a max chance to fail enchantment extraction
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# This can limit chance to particular one in case it gets to 100% and it would always fail
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MaxFailChance: 75.0
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LevelLower:
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# Defines a chance lowering enchant level if it fails extraction
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# This is secondary step when extraction fails and will only apply when it does
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# If Enchant is at level 1 already, then player will not get enchanted book at all
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# If you want to avoid lowering level of enchant when it fails extraction, set this to 100
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# If you want to always lower level down when extracting enchantments, then set EnchantExtractionFail.Base to 100 and set this to 100
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Base: 50.0
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# Will adjust level lowering chance depending on enchant level to defined max amount at max level
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# This will mean that higher levels will have higher chance to be lowered
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ForEachLevel: 5.0
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# Will adjust level lower chance depending on enchant level to defined max amount at max level
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MaxChance: 75.0
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Cost:
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# Defined base cost of extraction. Set to 0 if you want to make it free
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Base: 100.0
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# Extra cost which depends on enchantment worth which can be defined with /cmi setenchantworth
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# This value is in percentage from worth value of that each enchantment and item
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# So if you have base cost of 100, extra cost of 5% and you are trying to extract sharpness 5 which worth is 1000 and item sell hand worth is 100, then you will have to pay 155 for extraction process
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Extra: 5.0
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# When enabled we will allow scavenging of items which doesn't have valid recipe for ingredient return process
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# This only applies in cases when we can return enchants to player, otherwise it doesn't allow you to scavenge item
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WithoutIngredients: false
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# List of materials to block from being scavenged
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BlackList:
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- diamond
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- ironingot
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- goldingot
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- coal
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- IRON_NUGGET
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- GOLD_NUGGET
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# When set to true, balck list becomes whitelist and will allow scavanging of items defined in a blacklist only
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BlackToWhiteList: false
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# When set to false while player have open scavange UI they will not be able to pickup item from ground
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AllowItemPickups: false
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# When enabled items, likes swords, after being salvagted if they dint broke then their repair cost will be reset so players can enchant it as like its a new one instead of making it to dificult to be enchanted
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ResetRepairCost: true
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