♻️ Combine


GUI

⚙️ How Combine Works

The combine station is to merge one or more items together to create a new item.

🔐 Permission

Each station has its own permission requirement in order to be used. Of course, you can customize or change the permission to suit your needs.


⭐ Features


1. Material Item

If enabled, this means the operation of the station will require the specified materials in order to function as intended. You can define one or more material items, and the station will only execute if the player provides the required materials.

Note:

  • type is the type of the MMOItem.

  • id is the ID of the MMOItem.

  • amount is the quantity of the material required.

  • slot is the GUI slot where the material must be placed.

Options

These are additional conditions that enhance material requirements:

  • match-item-type: The material will only be accepted if the item placed in the item slot has the matching type specified here.

  • match-item-tier: The material will only be accepted if the item placed in the item slot has the matching tier specified here.

  • match-item: The material will only be accepted if the item placed in the item slot has the matching According to the item defined in match-item specified here.


2. Chance Item

If enabled and used in conjunction with chance-based mechanics, the Chance Item provides an additional success rate boost on top of the existing base chance.

This item acts as a support to increase the overall likelihood of success during actions such as upgrading.

Note:

  • type is the type of the MMOItem.

  • id is the ID of the MMOItem.

  • amount is the quantity of the material required.

  • slot is the GUI slot where the material must be placed.

  • chance This sets the success chance for the Chance Item

Options

These are additional conditions that enhance material requirements:

  • match-item-type: The material will only be accepted if the item placed in the item slot has the matching type specified here.

  • match-item-tier: The material will only be accepted if the item placed in the item slot has the matching tier specified here.

  • match-item-tier: The material will only be accepted if the item placed in the item slot has the matching According to the item defined in match-item specified here.


3. Material Formula

The Material Formula feature provides a highly flexible way to dynamically calculate the cost and material requirements for item.

Material Increase

When this feature is enabled (enabled: true), the quantity of material items required for an gem add socket will increase as the item's level rises. This ensures that higher-level upgrades demand a greater investment from players, providing a more balanced progression.

The increase is determined by a custom formula you define, giving you precise control over the scaling.

In Short:

  • Level Up = Material Requirements.

Formula Configuration

The core of this feature lies in the formula field, where you can define a mathematical expression.

  • Basic: you can use the basic default chance calculation or create your own custom formula to control how the chance is calculated.

  • Custom Placeholders: The formula supports specific placeholders that will be replaced with dynamic values during calculation.


4. Cost Upgrade

This feature allows you to use currencies such as PlayerPoints, CoinsEngine, or Vault.


5. Default Chance

This feature allows you to set the success chance of this station yourself, in cases where Tier is not enabled.


6. Tiers

This feature allows you to set the success chance based on the tiers of the item placed in the item slot. If the item's tier matches the specified tiers, the chance will be applied accordingly. If none of the tier conditions are met, the chance will be taken from the no-tier-chance setting.


7. Combine

The combine section is used to define combination recipes. Within combine.items, you specify the details of each combination, including the resulting item and the required ingredients.

combine.items

This block holds all your specific combination recipes. Each recipe is identified by a unique key (e.g., combine-dragon-sword).

  • combine-to: This required field defines the resulting item upon a successful combination.

  • slot: This required field specifies the inventory slot where the resulting item will be placed.

  • match-items: This required list defines the items required for the combination. These are the ingredients that users must place into the combination interface. (must have match slots)

match-items Format

Items in the match-items list must adhere to the following usage format:

$$<type>;<id>;<slot>;<upgrade\_level>;<amount>$$

Component

Description

<type>

The item's category (e.g., MATERIAL, SWORD, GEM).

<id>

The specific identifier of the item.

<slot>

The specific inventory slot where the item must be placed for the combination.

<upgrade_level>

(Optional) The required upgrade level of the item. Leave blank if none is required.

<amount>

(Optional) The required quantity (stack size) of the item.


8. Destroy Item When Failed

This optional section allows you to configure what happens to the ingredients when a combination attempt is unsuccessful.


Required-Items

Required Item are the results that players receive when the process is successfully completed.

Here is a table of condition types and their formats:

Type

Format

Example

Description

MMOItems

MMOITEM;<type>;<id>;<amount>

MMOITEM;MATERIAL;RARE_DIAMOND;10

Requires a specific MMOItem and amount

Vanilla

VANILLA;<material>;<amount>

VANILLA;STONE;15

Requires a specific vanilla item and amount

Placeholder

PLACEHOLDER;<placeholder>;<syntax>;<result>

PLACEHOLDER;%luckperms_groups%;==;default

Checks placeholder value matches result

Vault

vault;<amount>

vault;123

Requires the player to have a certain amount of money

Level

LEVEL;<amount>

LEVEL;123

Requires the player to have a certain level

CoinsEngine

COINSENGINE;<currency>;<amount>

COINSENGINE;nwcoin;100

Requires the player to have a certain amount of money

PlayerPoint

playerpoint;<amount>

playerpoint;100

Requires the player to have a certain amount of money

Nexo

nexo;<material>;<amount>

Nexo;Custom_block;15

Requires a specific nexo item and amount

ItemsAdder

ia;<namespace>;<amount>

ia;<test:test>;1

Requires a specific ItemsAdder item and amount

These conditions give you a flexible way to control when a player is allowed to process items.

Condition Syntax

PLACEHOLDER;<placeholder>;<syntax>;<result>

Available syntax options include:

Examples:

  • "PLACEHOLDER;%player_level%;>=;30"

  • "PLACEHOLDER;%luckperms_group%;==;vip"

  • "PLACEHOLDER;%player_health%;<;10"

  • "PLACEHOLDER;%some_placeholder%;has_value"

These conditions give you a flexible way to control when a player is allowed to process items.

Here's an explanation in simple English of how to use <syntax> in:

This condition checks the value of a placeholder using a comparison operator (<syntax>) and compares it with a result.

Available <syntax> Options:

<syntax>

Meaning

Example

Description

== (EQUALS)

Equals

%player_level% == 10

True if the placeholder equals 10

!= (NOT_EQUALS)

Not equals

%player_level% != 5

True if not equal to 5

> (GREATER_THAN)

Greater than

%player_level% > 20

True if greater than 20

< (LESS_THAN)

Less than

%player_level% < 15

True if less than 15

>= (GREATER_OR_EQUAL)

Greater than or equal

%player_level% >= 30

True if 30 or more

<= (LESS_OR_EQUAL)

Less than or equal

%player_level% <= 50

True if 50 or less

has_value (HAS_VALUE)

Check if has any value

%some_placeholder% has_value

True if the placeholder is not empty or null

Example Usages:

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