Recipes & Star System
Enhancement recipes define the enhancement rules for equipment, including match conditions, economy costs, star stages, material requirements, and success rates. Each recipe corresponds to a YAML file in the recipes/ directory.
Full Recipe Format
# Recipe unique identifier
id: weapon_physical
# Display name (supports MiniMessage format)
display_name: "<gold>物理武器强化"
# GUI template (references a template file name under the gui/ directory)
gui_template: strengthen_gui
# ===== Economy Configuration =====
economy:
# Currency list (supports multiple currencies)
currencies:
- provider: vault # Economy provider: vault | excellenteconomy
currency_id: default # Currency ID (ExcellentEconomy only)
base_cost: 100 # Base cost
cost_formula: "{base_cost} * {star} * 1.5" # Cost formula
display_name: "金币" # Currency display name
# ===== Limits Configuration =====
limits:
# Maximum star level
max_star: 12
# Maximum temper level
max_temper: 10
# Success rate bonus per temper level (percentage)
temper_chance_bonus_per_level: 1.5
# Success rate cap (percentage)
success_chance_cap: 95.0
# ===== Success Rate Configuration =====
# Overrides the global success_rates in config.yml
success_rates:
1: 100
2: 95
3: 85
4: 75
5: 65
6: 55
7: 45
8: 35
9: 25
10: 18
11: 12
12: 6
# ===== Match Rules =====
# Determines which equipment can use this recipe
match:
# Item source type matching
source_types:
- minecraft
- neigeitems
# Item source ID matching (exact match)
source_ids:
- "minecraft:iron_sword"
- "minecraft:diamond_sword"
- "neigeitems:flame_blade"
# Item source ID pattern matching (regex)
source_patterns:
- "minecraft:.*_sword"
- "neigeitems:.*_blade"
# Equipment slot group matching
slot_groups:
- MAIN_HAND
- OFF_HAND
# Lore contains matching (item Lore contains specified text)
lore_contains:
- "物理武器"
- "近战"
# Stat existence matching (item has any of the specified stats)
stats_any:
- physical_damage
- attack_speed
# ===== Stat Line Definitions =====
# Stat growth provided by enhancement, cumulative per star level
stat_lines:
physical_damage:
base: 5.0
per_star: 3.0
formula: "{base} + {per_star} * {star}"
attack_speed:
base: 0.1
per_star: 0.05
formula: "{base} + {per_star} * {star}"
# ===== Star Stage Definitions =====
stars:
1:
name: "★"
stats:
physical_damage: 5.0
attack_speed: 0.1
attributes:
攻击力: 5.0
materials:
- item: "minecraft:iron_ingot"
amount: 3
- item: "neigeitems:strengthen_stone_1"
amount: 1
economy_override:
currencies:
- provider: vault
base_cost: 50
cost_formula: "50"
display_name: "金币"
structured_presentation:
name_contributions:
star_suffix:
order: 99
format: " <yellow>★"
lore_sections:
strengthen_info:
order: 80
lines:
- "<gray>强化等级:<yellow>★"
- "<gray>物理伤害:<white>+5.0"
success_actions:
- "playsound sound=block.anvil.land volume=1.0 pitch=1.2"
- "sendmessage message=<green>强化成功!当前星级:★"
failure_actions:
- "playsound sound=block.anvil.destroy volume=1.0 pitch=0.5"
- "sendmessage message=<red>强化失败..."
2:
name: "★★"
stats:
physical_damage: 11.0
attack_speed: 0.2
attributes:
攻击力: 11.0
materials:
- item: "minecraft:iron_ingot"
amount: 5
- item: "neigeitems:strengthen_stone_1"
amount: 2
structured_presentation:
name_contributions:
star_suffix:
order: 99
format: " <yellow>★★"
lore_sections:
strengthen_info:
order: 80
lines:
- "<gray>强化等级:<yellow>★★"
- "<gray>物理伤害:<white>+11.0"
success_actions:
- "playsound sound=block.anvil.land volume=1.0 pitch=1.4"
- "sendmessage message=<green>强化成功!当前星级:★★"
failure_actions:
- "playsound sound=block.anvil.destroy volume=1.0 pitch=0.5"
- "sendmessage message=<red>强化失败..."
# ... more star stages
# ===== Structured Presentation =====
# Global display template (structured_presentation in star stages overrides this)
structured_presentation:
name_contributions:
star_suffix:
order: 99
format: " <yellow>{star}"
lore_sections:
strengthen_info:
order: 80
lines:
- "<gray>强化等级:<yellow>{star}"
- "<gray>锻印等级:{temper_color}{temper}/{max_temper}"Star Stage Skill Effects
Star stages can declare skill IDs through the effects list. After enhancement, the system accumulates and merges skill IDs from the current star level and all levels below, writing them to the equipment's PDC.
stars:
5:
name: "★★★★★"
stats:
physical_damage: 50.0
effects:
- type: skill
skills:
- "flame_burst"
- "power_strike"Skill IDs are cumulative — if ★3 declares "fireball" and ★5 declares "flame_burst", a ★5 equipment will have both skills. Skills are also reduced accordingly when downgrading.
Available Variables
Text fields, actions, and display templates in recipes support the following variables:
| Variable | Description | Example Value |
|---|---|---|
{star} | Current star level (after enhancement) | 3 |
{temper} | Current temper level | 5 |
{max_temper} | Maximum temper level | 10 |
{temper_color} | Color tag corresponding to temper level | <green> |
{sign} | Positive/negative sign of the stat value | + |
{value} | Stat value | 15.0 |
{player} | Player name | Steve |
{show_item} | Item display component (for hover display in chat messages) | — |
Default Recipe Overview
| Recipe ID | Max Star | Match Rule | Primary Stats |
|---|---|---|---|
weapon_physical | 12 | Melee weapons | Physical damage, attack speed |
weapon_projectile | 12 | Ranged weapons | Projectile damage, fire rate |
weapon_spell | 12 | Spell weapons | Spell damage, cast speed |
armor_guard | 12 | Armor | Armor, toughness |
generic_visual | 6 | Any equipment | Visual effects only |
offhand_focus | 10 | Offhand items | Offhand stats |
Material Tiers
Material requirements typically increase with star level, forming a tiered consumption pattern:
| Star Range | Typical Material | Quantity Trend |
|---|---|---|
| ★1 ~ ★3 | Basic Enhancement Stone | 1 ~ 3 |
| ★4 ~ ★6 | Intermediate Enhancement Stone | 2 ~ 4 |
| ★7 ~ ★9 | Advanced Enhancement Stone | 3 ~ 5 |
| ★10 ~ ★12 | Legendary Enhancement Stone | 4 ~ 6 |
The specific material requirements for each star stage are defined in stars.<level>.materials.
GUI Layout
The enhancement interface is a 5-row (45-slot) chest GUI:
Row 1: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Row 2: [ ] [ ] [ ] [ ] [TG] [ ] [PV] [ ] [ ]
Row 3: [ ] [ ] [M1] [M2] [ ] [ ] [ ] [ ] [ ]
Row 4: [ ] [ ] [M3] [M4] [TP] [ ] [ ] [CF] [ ]
Row 5: [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
TG = target_item Target equipment slot (slot 13)
PV = preview_display Preview display slot (slot 15)
TP = temper_display Temper info display (slot 22)
M1 = material_input_1 Material input slot 1 (slot 19)
M2 = material_input_2 Material input slot 2 (slot 20)
M3 = material_input_3 Material input slot 3 (slot 29)
M4 = material_input_4 Material input slot 4 (slot 30)
CF = confirm Confirm button (slot 40)| Slot | Number | Description |
|---|---|---|
target_item | 13 | Place the equipment to be enhanced |
preview_display | 15 | Shows the preview of the enhanced result |
temper_display | 22 | Shows current temper level and bonus info |
material_input_1 | 19 | Material input slot 1 |
material_input_2 | 20 | Material input slot 2 |
material_input_3 | 29 | Material input slot 3 |
material_input_4 | 30 | Material input slot 4 |
confirm | 40 | Confirm enhancement button |
Tip
The preview_display slot shows a real-time preview of the equipment after successful enhancement, including stat changes and display effects. Players can review the expected result before confirming.