EasyEnchant
EasyEnchant
EasyEnchant is a complete overhaul of the current enchanting method, using commands to get accurate enchantments while also allowing for server owners to completely control how much the enchantments cost (using a multiplier and adder) and each enchantments maximum level. This also allows for users to add enchantments to their already enchanted tools, weapons and armor.
Works well with EnchantMore
NOTE: When updating to v1.2 let a new config generate!!! IMPORTANT
ANOTHER NOTE SINCE PEOPLE DON'T READ: READ THE CONFIG PROPERLY
Servers using EasyEnchant
- BigDogsPvP: mc.bigdogspvp.com:25641
- MC Legends Realm: mc.legends-realm.com
- BoarderLine: play.blcraft.net
- SemiCraft: 80.222.151.230
- Land Of Ch'bey: landofchbey.com
- damNation: damNation.eu
- Xazier Prison: 69.122.231.55
More will be added to this list as I find them.
Requirements
- Vault (Only if you choose to use money as currency)
Commands
- /ee
- /ee list
- /ee combos
- /ee exceptions
- /ee comboinfo (combo)
- /ee combo (combo)
- /ee (enchantment) (level)
- /ee cost (enchantment) (level)
- /ee remove (enchantment)
- /ee plugininfo
- /ee (page number)
Permission Nodes
- easyenchant.use
- easyenchant.notable
- easyenchant.nocost
- easyenchant.combo.(combo-name) ie. easyenchant.example
Video Demo
http://www.youtube.com/watch?v=wUzMq8XhEsc
Combo Format
example: cost: 15 enchantments: protection_environmental:5&protection_fire:3&oxygen:2
How it works:
- Click on an enchantment table
- Use /ee (or /easyenchant or /enchant) to bring up a list of help commands
- Use /ee (enchantment) (level)
- If it passes all the checks (ie. level <= maxlevel, (playerLevel - cost) >= 0, etc) the item is enchanted and the player looses the amount of levels.
- When finished click on the table again or walk away from the table
Pictures:
Features:
- Modifiable alias list
- Permission Nodes
- Combinations (User modifiable)
- Conflict Check
- Extremely configurable (maxLevel/Level costs per enchantment)
- Easy to use (simple drag and drop)
- Very compatible with EnchantMore
- MaxEnchantmentStack allowing for owners to control how many enchantments people can put on certain types of items
- Exception list to add non-standard enchanting
- Command to show exceptions for the item in the players hand
- Original enchantment method can still be used
- Choice of using Levels or Money as currency
- Can remove certain enchantments from an item
To-Do for later versions
- Spout interface
- Incorporate Bookshelves
- All ideas are on extreme hold, due to University
- More ideas (?)
Like what I do? Want to support me and my projects? A donation goes a long way for a simple developer like myself!
@BEQOsNtDi6xRDGzqIAT7
Ok, will add that into the config comments for the next version.
Unbreaking is in fact 'durability' so i dont know why that isnt working for you.
EDIT: You could also look in the 'alias.csv' file and it shows a list of the internal enchantment names along with what a player may call them.
@Laserhog
Yes, it does indeed work with custom items now. :)
One more thing i'd like: a list of what all the enchantment names are internally. Specifically i can't figure out what Unbreaking is called. (It's not "durability" as far as i can tell. Unless those two are the same but just not called that.)
@BEQOsNtDi6xRDGzqIAT7
Glad it helps. One more thing I've found wrong with the previous version is that 'shovel' should be 'spade'. It's changed in the code so when it generates it will say spade now but otherwise you will need to change it yourself. I'm not sure if they just changed the name in the newest version because I'm pretty sure 'shovel' worked before.
To be clear, EE does work with custom items (mods) now?
@Laserhog
You beatiful man, you. /ee exceptions works great for figuring out the names and creating actual exceptions. :)
Things i learned from this: wildcards are not taken. So "1005" does not work, but the exact name "x1005" does. (Which by extension also answers the question of whether or not i could add "x" as name to the exception list to cover all mod items. I can't.)
File still isn't up? I guess i'll just post a dropbox link for now.
Here
@fingoxable
That's odd. Every time i test with a permissions plugin (PEX mostly) it works perfectly fine. The only thing i have found to be quite odd is that even with the permission (when im not op) i cannot use the enchantment tables in the spawn radius.
I fixed this by simply moving outside of the spawn radius.
@fingoxable
You might be missing a worldname under "world:" there. Not sure.
I got some problem with permissionsBukkit. When i added it to permission easyenchant.use: true to Group Default, it doesn't recognise it. Hence, users in the default group can't use the plugin, only for OPs :('
@BEQOsNtDi6xRDGzqIAT7
Update is out. Just gotta wait for the file to be approved on here.
Laserhog, that sounds pretty great, yes. I'd appreciate you adding that. :)
@BEQOsNtDi6xRDGzqIAT7
To do a '/ee check' would be very difficult too be honest. There is no way to list the default (vanilla) enchantments of the item. It would need to be hard coded in. What i could do is (since most people already know what all the default enchantments are) do an '/ee exceptions' and this shows all the exceptions for that item/item group. And so we can see what the internal name of the item is, i will also have it output the name.
If this is what you want then i will get on it when i get back from University tonight.
@ZeratulsDownfall
Correct, that is also explained in the comments of the config file.
:D
Can I get a quick formula for Cost Multiplier and Cost Adder? Say... the max level for the enchant is 5, cost multiplier is 2 and the adder is 3, how does the level cost look for enchant levels 1, 2, 3, 4, and 5?
Edit: I got it, nevermind! It was posted on the bukkit.org forum thing. Im'a copy-paste it here in case someone else is wondering:
CM = 8 CA = -7 Protection I = 1 cost Protection II = 9 cost Protection III = 17 cost Protection IV = 25 cost Protection V = 33 cost
so Cost = ( (Enchant_Level * Cost_Multiplier) + Cost_Adder )
1. Yeah, items/blocks added via ML/MLMP/Forge are called "x[ID]", so the item here would be called "x1005" (ID: 1005) instead of its actual name. (If you /give yourself the item the server will even call it that, for confirmation)
Update, incidentally: ee does not accept this naming scheme, instead telling me that the item cannot be enchanted. :/ (both "1005" and "Musket" are not accepted.)
2. No, i am actually more wondering whether or not the wildcard will kick in for all items with that letter in their name, independently of what they actually are. :) (ie, if i were to say "s: EnchantmentsHere", then all items with the letter "s" in them would be enchantable.)
A thought: Could you add a option with which one can check what enchantments can be put onto the item held? Ie, if i were to hold a sword and type /ee check it would tell me what enchantments i can put onto this item.
This would also double as confirmation of what ee thinks i'm holding. ("This [NAME HERE] can hold the following enchantments:") Good for finding out internal names to add them to the exception list. :)
@BEQOsNtDi6xRDGzqIAT7
Firstly, adding '1005' to the exception list will only work, im pretty sure, if the actual name of the item is '1005'. And too be honest, im not quite sure how server mods interact with bukkit in the respect of adding new items.
Secondly, in response to the side note. If i understand you correctly, you are suggesting that the item type (armor, misc, etc) is derived from the Exception list? The item types are internally distinguished through hard coded methods. So simply put, anything that is not a sword, bow, tool or armor is defined as Misc. This does mean that mod items, if it is even compatible, will be covered by the misc type, unless they have similar item names to the other item types.
I do in fact like your plugin, yes. I appreciate the ability to not having to gamble every time i want a enchantment. :)
I now added "1005" to the exception list and added bow enchantments for it, meaning the Weaponmod musket is now enchantable if this works. (It will internally be named "x1015", i believe, which should be covered by this wildcard system.)
I will report back about the success of this.
(Sidenote: If i were to make a enchantment for "a", would all items with that letter in it be covered as "misc"?)
@BEQOsNtDi6xRDGzqIAT7
Correct, so if i said 'chestplate' as the item, followed by the enchantment exceptions, then all types of chestplates (iron, gold, leather, etc.) will be allowed the said enchantment exceptions. One thing i haven't tested is if i was to say diamond_chestplate instead then would it only affect the diamond chestplate, and no others. I would assume so, but someone should test :D
Correct, anything that isn't seen as an armor, tool or weapon is thrown under the 'misc' category for the purposes of maxEnchantentStacks.
Hope i clarified, and hope you like my plugin
:D
This may have been answered before, but asking about the exception list... what exactly does it accept? That is, can i add a item ID and enchantments and it will work? Or does it act more like a wildcard for the name? (That is, anything with the name "chestplate" in it will be affected.)
And will items that aren't internally recognized as armor/tool/weapon automatically fall under the "misc" category, for purposes of max enchantment stacks?
oh sorry i misunderstood you. thought you are testing new build for 1.2.3
@Laserhog
The one i was testing was EE version 1.1.0. It is still working with the latest dev build so there is no need for me to release a new version yet.