ItemEnchanting
I consider this project mature, and as long as the enchantment API does not change, it shouldn't break. However, I am no longer maintaining my Bukkit plugins, so if someone wants to take it up, shoot me an email at lucariatias<at>gmail<dot>com
ItemEnchanting allows for the use of a configurable item for enchanting rather than experience.
ItemEnchanting is intended for use on RPG servers where using experience for item bonuses is not ideal, such as where it is used for skills, feats, etc.
This plugin makes it so you can use an item instead.
This plugin utilises Hidendra's plugin metrics system, which means that the following information is collected and sent to mcstats.org:
- A unique identifier
- The server's version of Java
- Whether the server is in offline or online mode
- The plugin's version
- The server's version
- The OS version/name and architecture
- The core count for the CPU
- The number of players online
- The Metrics version
Opting out of this service can be done by editing plugins/Plugin Metrics/config.yml and changing opt-out to true.
@Arajay
I specifically tested this case with 2.2.1, could you please post the output from "/version ItemEnchanting"? Thanks.
@Lucariatias
I am still having the same issue with exponential enchantment cost increases using the multiply method. I tried tweaking the source a bit with some >= checks but I honestly have no idea what I'm doing.
I am running craftbukkit-1.7.2-R0.2 and have confirmed the bug running only your plugin (ie no conflicts with other plugins). It does not modify the config file in any way.
My server is hating the flat-rate. Help me out bro!
Latest release (2.2.1) is now pending approval. If you want to get it early, check GitHub releases, though please note any files there do not go through the BukkitDev moderation process.
@Arajay
That's interesting, I've never observed that behaviour before.
Just out of interest, is the maximum it reaches somewhere around 2,147,483,647 (or 4,294,967,295 in Java SE 8)? And does it modify your config at all, or just show up in game?
I'll look into fixing it as soon as possible.
@Lucariatias
I use your plugin in conjunction with "Rebalance Villagers" plugin to create an emerald-based economy on my server. What I have discovered is that the 'multiply' setting is not working correctly. My config is set to 1 emerald (multiply). The first enchantment created on the table will work correctly, but each time a player clicks the table after this, the cost multiplies exponentially. If I click the enchant table repeatedly for a few seconds, the enchant cost will increase so high that it will "roll over" to zero, and give a free enchantment.
Example: Enchant a level 1 item for 1 emerald. The next click on a level 1 enchantment (you don't need to actually enchant the item, just attempt to) costs 10, then 100, 1000, and so on. Somewhere in the billions it will roll over to a negative number or zero, and enchant the item for free. Sometimes users can get several more free items before the counter resets.
Screenshot: http://puu.sh/6ex0N.jpg
@CommodoreAlpha
I suppose it depends on how it's implemented - XP level requirement sounds something nice to have, since I'll be able to drop that to zero, which is how the plugin was originally planned to work, but also make it congurable, so you can use it's current behaviour. Predetermined enchants is interesting though - hopefully we'll see an expansion to PrepareItemEnchantEvent that'll allow us to play with it a bit.
When 1.8 comes out, I'll see what's possible.
I don't have a lot of data on how people use the plugin - I've only actually seen it used on two servers, one of which I ended up writing for for almost a year - though I know around 20 do consistently because of metrics.
@Lucariatias
I was actually referring more toward the "xp level requirement" and "predetermined enchants" feature - the page I showed you was for features that Mojang will introduce in 1.8. I also think the "item-cost" enchanting feature, if it's integrated into the Bukkit API, will make this plugin's job easier. Though it's all speculation at this point, I'm wondering if it will be possible to override those two features I mentioned above with this plugin...
@CommodoreAlpha
If there are any changes to the Bukkit API, I'll adapt the plugin accordingly. It might actually integrate nicer with the game, since it'll have the resources feature there already, and all the plugin will have to do is control which items appear. I have yet to see it in action though, most servers I play on and/or have developed for are still running 1.6.
Mojang decided to be stupid and ruin even more things. (See here, under "enchanting")
I hope 1.8 won't put this plugin out of commission.
@pie_is_cool
Apologies, I'm just back from a month in Peru, and I'll be away next week also, so I won't be able to work on this for a little while, but I'll fix this in a later update, along with ItemMeta and some other stuff.
I'm pretty sure that the "multiply" configuration in the enchantment table does not work. It always says "successfully enchanted diamond sword with 0 x emerald 0 x diamond" rather than actually using up any materials.Over the past hour I've tried nearly everything. This mod is exactly what I need, but I seriously cannot get multiply to work. Does anyone know of how to get it to function, or any other mods that could do the same thing?
Edit: I tried version v2.0, and the multiply works there :D sorry for the trouble. I'm not sure if this is supposed to be a help forum, but I just wanted this mod so badly haha
@Senophoe
Of course, wouldn't this make more sense as a seperate plugin rather than being part of this one?
Can you make it possible to disable/enable certain enchants? My enchants are obtained by using Emeralds, but I don't want it to be possible to have Thorns and Fire Aspect.
@UltrafaceGuy
Nice idea. I'll see if I can do that today.
[EDIT]
A few things came up.
Feel free to submit a PR (check the "Repository" tab) if you want to do it yourself, otherwise maybe next week, failing that next weekend.
[EDIT2]
Done. Waiting on 2.1.2 to get approved.
Make sure to give people you want to be able to do this the permission node "itemenchanting.unsafe"
Could you perhaps make it so enchanting via commands allows for unsafe enchantments? Like if I wanted to put punch on a sword for whatever reason?
Alright, updated to support data values (and built against 1.5.1-R0.2, though older versions will still work with 1.5) Make sure to change the item sections in your config from: EMERALD: 3 to EMERALD: amount: 3 data: 0 etc. Waiting for approval.
@ecianice
Yup, to my knowledge nothing that affects this has changed in 1.5. It's a fairly small and stable plugin.
I'll see if I can get a version out this afternoon, perhaps minor bugfixes and such.
I'm in the middle of an exam season at the moment, I'll have a lot more free time around August.
Are you continuing support for this? I see no other plugins which deal with reagent enchanting in a vanilla fashion. Sorry to have seen this isn't available for 1.5.1.
@qwe222
That is a bug, yes. I'll have a look at fixing that when I get a chance, probably in a couple of days. When I check to see if a player has the items in their inventory, I check the material and amount, ignoring data completely. When I remove the items from their inventory, it takes everything into account, including the ItemMeta, Data, etc, hence causing that bug. It's going to be a difficult one to fix with the methods present in Bukkit, but I'm sure there's a way to do it. In the mean time, it's probably a good idea to use something else.
@Lucariatias
when i set cofig INK_SACK for enchant cost, there is a bug. normally it should mean only ink-sacks which from squids. but if i have lapis-lazuies, it also count as INK_SACK although lapis-lazulies will not be taken from my inventory, even after encahnting. so i could do enchant without actual costs.
if there is no config for data value yet, maybe i should set to other material for now. anyway thanks for making plugins