Repair Man
0.4.2Why use an anvil when you can use the REPAIR MAIN! Optional Vault! Configurable Costs! Permissions!
Why use an anvil when you can use the REPAIR MAIN! Vault Or Xp! Very Configurable Costs! Permissions!
Latest Minecraft 1.9 Version (Version 0.2.1): Here
Latest Minecraft 1.10 Version (Verson 0.3.4): Here
Repair Man is a plugin that allows your players to repair their items, with XP or any vault-supported economy, either by right-clicking a repair man, or using the /repair command. Repair costs are calculated based on durability, tool, type, and enchantments, which are all configurable!
The Repair Man is technically not a real entity, therefore it cannot be: pushed, shoved, hurt, shot, set on fire, burned in lava, etc. (Tried Every one of these >.<)
Repair Costs are configurable, and are calculated in an unique way.
/repair OR /rep OR /repairitem (repairs the item in main hand, calculated based off config) repairman.repair
/repspawn (creates a repairman at your location) repairman.spawn
/repload (reloads the config) repairman.load Or OP on server.
Permission to use a repairman VIA right click: repairman.use
Permission to destroy a repairman VIA Shift + left click: repairman.delete OR OP
This plugin relies on PROTOCOLLIB to spawn repairmen, failing to have the correct version installed and then attempting to create/load a repairman will result in errors.
This plugin also CAN use VAULT, along with any vault-supported economy (such as IConomy) but make sure you have the vault setting in config.yml set to true for it to work.
Report it here: http://goo.gl/forms/SYulZWtAlZ
Here is the default config.
vault: false
base:
Wood: 1
Leather: 1
Stone: 1
Gold: 2
Chainmail: 2
Iron: 3
Diamond: 4
Shield: 3
Elytra: 5
Other: 3
tool:
Spade: 0.05
Sword: 0.25
Axe: 0.1
Pickaxe: 0.25
Hoe: 0.05
Leggings: 0.25
Helmet: 0.15
Boots: 0.15
Chestplate: 0.25
name: '&bRepairman'
enchantment:
ARROW_INFINITE: 0.8
ARROW_DAMAGE: 0.25
ARROW_FIRE: 0.55
ARROW_KNOCKBACK: 0.15
DIG_SPEED: 0.3
DAMAGE_ALL: 0.35
DEPTH_STRIDER: 0.55
DURABILITY: 0.4
DAMAGE_UNDEAD: 0.25
DAMAGE_ARTHROPODS: 0.1
FIRE_ASPECT: 0.55
FROST_WALKER: 0.8
LUCK: 0.4
LURE: 0.4
LOOT_BONUS_MOBS: 0.25
LOOT_BONUS_BLOCKS: 0.3
MENDING: 1.5
OXYGEN: 0.3
PROTECTION_FALL: 0.2
PROTECTION_FIRE: 0.15
PROTECTION_ENVIRONMENTAL: 0.3
PROTECTION_PROJECTILE: 0.2
PROTECTION_EXPLOSIONS: 0.15
SILK_TOUCH: 0.55
THORNS: 0.7
WATER_WORKER: 0.25
use-permission: true
cmd-permission: true
repair-message: '&5This Item Would cost &d{COST} &5to repair. Right Click again to
continue'
cmd-message: '&2This Item Would cost &a{COST}&2 to repair. Type /repair again to continue'
repaired-message: '&aItem Repaired.'
not-enough-message: '&cSorry, you do not have enough for that.'
wrong-item-message: '&cThat Item Cannot be repaired!'
permission-message: '&cSorry, you do not have permission for that!'
Price is calculated as so: Base + (Base * tool) + (Enchantment * base* level - (repated for every enchantment)) + (Durability cost)
Base Is the material type (eg. Wood, Stone, etc) (Other in config = fishing rods + bows) Base is the minimum cost.
Tool is the tool type (eg. Spade, Axe) (Does not count for bows + fishing rods, that amount in config is multiplied by the base, and added to the cost.
Enchantment is any enchantment (eg, depth strider), multiplied by the base, multiplied by the level of the enchant, added to the cost, for every enchantment.
Durability Cost is a hardcoded figure, planning to make it configurable in the future. All it is, is when the item being repaired is more used, it overall costs more.
ALL of the settings mentioned above (less Durability) are confiurable in the config.yml.
Extra Info:
Repairman.yml is where the plugin stores data about the repairmans location, please do not attempt to edit this file.
If you want to request another feature, please do so in discussion.
If you want to raise the cost of repairing, raise the base first, as everything is calculated based on the base value.
How it Looks(GIF):
Enjoy the Plugin!
Cheers!
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