repair settings - magemonkeystudio/divinity GitHub Wiki

⚙️ Repair Module — settings.yml

This page documents the settings.yml configuration file for the Repair module.


🔄 Command Aliases

command-aliases: rpgrepair

Defines the base command used to access this module. Players use /rpgrepair for actions like opening the GUI, repairing items, or reloading the module.


🔧 Repair Options

repair:
  actions-complete:
    default:
      action-executors:
      - '[SOUND] ~name: BLOCK_ANVIL_USE; ~target: self;'
  actions-error:
    default:
      action-executors:
      - '[SOUND] ~name: ENTITY_VILLAGER_NO; ~target: self;'
  types:
    EXP:
      enabled: true
      cost-per-unit: 0.1
    MATERIAL:
      enabled: true
      cost-per-unit: 0.02
    VAULT:
      enabled: true
      cost-per-unit: 1.39
  • EXP: Repairs using experience points.
  • MATERIAL: Repairs using predefined materials (see below).
  • VAULT: Repairs using money from Vault-compatible economy plugins.

🧱 Repair Material Mapping

materials:
  ignore-items-with-meta: false
  materials-group:
    diamond:
    - DIAMOND
    iron:
    - IRON_INGOT
    gold:
    - GOLD_INGOT
    stone:
    - STONE
    - COBBLESTONE
    wood:
    - OAK_WOOD
    - BIRCH_WOOD
    stick:
    - STICK
  materials-table:
    diamond:
      name: Diamond(s)
      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

Defines how each group of items maps to a required material for material-based repairs.


🔨 Anvil Behavior

anvil:
  enabled: false
  open-action: SHIFT_RIGHT
  • Controls whether an anvil GUI opens through in-game actions. Disabled by default.

🏷️ Item Format

item-format:
  name: '%TIER_COLOR%%ITEM_NAME% %ITEM_LEVEL_ROMAN%'
  lore:
  - '&8&m               &f  「 INFO 」  &8&m               '
  - '&7Repair amount: &f%repair%%'
  - '%ITEM_CHARGES%'
  - '%ITEM_LORE%'
  - '&8&m         &f  「 REQUIREMENTS 」  &8&m        '
  - '%TARGET_LEVEL%'
  - '%TARGET_TYPE%'
  - '%TARGET_MODULE%'
  - '%TARGET_TIER%'
  - '&8&m              &f  「 USAGE 」  &8&m              '
  - '&7Drag & Drop onto item to repair.'

Defines the display name and lore formatting of repair items.


🖼️ GUI Settings

gui:
  title: '&4&l<&4&nRepair&4&l>'
  size: 54
  item-slot: 1
  source-slot: 7
  result-slot: 22
  repair-types:
    exp:
      material: BOOK
      name: '&7[&eRepair by Exp&7]'
      lore:
      - '&eCost:           &6%cost% exp'
      - '&eYou have:     &6%have% exp'
      slots: '37'
      type: EXP
    material:
      material: CRAFTING_TABLE
      name: '&7[&6Repair by Material&7]'
      lore:
      - '&eCost:           &6%cost% %mat%'
      - '&eYou have:     &6%have% %mat%'
      slots: '40'
      type: MATERIAL
    vault:
      material: EMERALD
      name: '&7[&aRepair by Money&7]'
      lore:
      - '&eCost:           &6%cost%$'
      - '&eYou have:     &6%have%$'
      slots: '43'
      type: VAULT
  content:
    filler_black:
      material: BLACK_STAINED_GLASS_PANE
      slots: [0-53 except active slots]
    filler_yellow:
      material: YELLOW_STAINED_GLASS_PANE
      slots: 2,3,4,5,6,13
    filler_orange:
      material: ORANGE_STAINED_GLASS_PANE
      slots: 19,20,21,23,24,25,28,31,34
    accept:
      material: LIME_STAINED_GLASS_PANE
      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
      name: '&c&l&nCancel'
      slots: '48'
      type: EXIT

Defines the layout and behavior of the repair GUI, including button types and slots.


🔙 Return to Repair Module