#All repairable items, the item id of their base resource (I.E. Diamond chestplate requires diamonds), and the amount of that resource required to make the item.
#Example syntax: (NAME OF ITEM):(ID OF RESOURCE):(AMOUNT OF RESOURCE REQUIRED TO CRAFT) without parantheses.
#It is also affected by durability. (value * durability%)
[RESOURCES]
diamond_chestplate:264:8
diamond_leggings:264:7
diamond_boots:264:4
diamond_helmet:264:5
diamond_sword:264:2
diamond_pickaxe:264:3
diamond_spade:264:1
diamond_axe:264:3
diamond_hoe:264:2
iron_chestplate:265:8
iron_leggings:265:7
iron_boots:265:4
iron_helmet:265:5
iron_sword:265:2
iron_pickaxe:265:3
iron_spade:265:1
iron_axe:265:3
iron_hoe:265:2
stone_sword:4:2
stone_pickaxe:4:3
stone_spade:4:1
stone_axe:4:3
stone_hoe:4:2
gold_chestplate:266:8
gold_leggings:266:7
gold_boots:266:4
gold_helmet:266:5
gold_sword:266:2
gold_pickaxe:266:3
gold_spade:266:1
gold_axe:266:3
gold_hoe:266:2
leather_chestplate:334:8
leather_leggings:334:7
leather_boots:334:4
leather_helmet:334:5
bow:266:3
[ENDRESOURCES]
#Enchantments have a value. This value is multiplied by their level and the resulting value is added to the amount of resources required to repair.
#It is also affected by durability. (value * durability%)
[ENCHANTS]
protection_environmental = 15
durability = 12
protection_fire = 12
loot_bonus_blocks = 15
protection_fall = 12
dig_speed = 8
protection_explosions = 12
silk_touch = 20
protection_projectile = 12
oxygen = 8
water_worker = 5
arrow_infinite = 20
damage_undead = 8
arrow_fire = 15
damage_all = 15
arrow_knockback = 8
knockback = 8
arrow_damage = 15
damage_arthropods = 5
loot_bonus_mobs = 8
fire_aspect = 15
[ENDENCHANTS]