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- Scavange:
- ItemBreak:
- # Defined percentage for item to break when salvaging it
- # Value can be from 0 to 100, where 100 means that each time player extract enchant, item breaks
- # This can allow player to extract enchantments without breaking item itself
- # Set it to 100 if you want to always break item
- # Keep in mind that broken item will go throw ingredient return process
- Base: 30.0
- # Adds extra chance to break item depending on how many enchants item has
- # In exanple 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
- ForEachEnchant: 15.0
- # Adds extra chance to break item depending on enchant level
- # This will take into consideration enchantment max and current levels
- # Having this set to 7.5 means, that enchantment at max level will have 7.5% extra chance to to break item
- # But if you have sharpness 2 which has max level of 5, then only 3% fail chance will be added
- ForEachEnchantLevel: 2.0
- # Defines in percentage a max chance to break item when extracting enchants
- # This can limit chance to particular one in case it gets to 100% and it would always break
- MaxBreakChance: 100.0
- # When set to true, items durability will be taken into consideration when extracting ingredients
- # In example if item has 100 max durability and current is at 50, then only half of ingredients will be considered for extraction
- # This doesnt mean that player gets 50% of them, it only means that half of posible ingredients will go throw IngredientReturn process
- DurabilityCheck: true
- IngredientReturn:
- # Defines in percentage a max chance to return ingrediens of item if it fails extraction process
- # This will apply for each ingridient that item has
- # Recipe to make that item should exist in database, or it will not return any ingredients
- Base: 25.0
- EnchantExtractionFail:
- # Adds base chance to fail enchantment extraction
- # When enchantment fails, player will not get enchant book with appropriate enchantment
- Base: 10.0
- # Adds extra chance to fail enchantment extraction depending on enchantment level
- # This will take into consideration enchantment max and current levels
- # Having this set to 75 means, that enchantment at max level will have 75% chance to fail extraction process
- # But if you have sharpness 2 which has max level of 5, then only 30% chance to fail will get applied
- # While enchants like Aquaaffinity will always have max fail chance as you can only have it at level 1
- ForEachLevel: 10.0
- # Defines in percentage a max chance to fail enchantment extraction
- # This can limit chance to particular one in case it gets to 100% and it would always fail
- MaxFailChance: 75.0
- LevelLower:
- # Defines a chance lowering enchant level if it fails extraction
- # This is secondary step when extraction fails and will only apply when it does
- # If Enchant is at level 1 already, then player will not get enchanted book at all
- # If you want to avoid lowering level of enchant when it fails extraction, set this to 100
- # If you want to always lower level down when extracting enchantments, then set EnchantExtractionFail.Base to 100 and set this to 100
- Base: 50.0
- # Will adjust level lowering chance depending on enchant level to defined max amount at max level
- # This will mean that higher levels will have higher chance to be lowered
- ForEachLevel: 5.0
- # Will adjust level lower chance depending on enchant level to defined max amount at max level
- MaxChance: 75.0
- Cost:
- # Defined base cost of extraction. Set to 0 if you want to make it free
- Base: 100.0
- # Extra cost which depends on enchantment worth which can be defined with /cmi setenchantworth
- # This value is in percentage from worth value of that each enchantment and item
- # 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
- Extra: 5.0
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