From 1bc03d76706934a6998e00815bb2791069480e20 Mon Sep 17 00:00:00 2001 From: EpicKnarvik97 Date: Wed, 11 Jan 2023 14:29:59 +0100 Subject: [PATCH] Improves some README descriptions --- README.md | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/README.md b/README.md index 88dbc60..10c9609 100644 --- a/README.md +++ b/README.md @@ -10,7 +10,7 @@ fee. Costs are highly customizable. - By default, natural cost is used. The original fork made it cheaper the more damaged an item is, but natural cost makes the cost increase the more damaged the item is. - EnchantmentTarget is used instead of a hard-coded list of repairable items -- All settings (except default reforge-able-items), both global and for each blacksmith, can be changed using commands, +- All settings, both global and for each blacksmith, can be changed using commands, and support tab-completion. - This plugin is not directly compatible with the original. If you are using the old one, you will need to set it up again! @@ -27,8 +27,8 @@ To create a new blacksmith, simply add the blacksmith trait to an NPC by selecti `/trait add Blacksmith` (See Citizens' documentation for more details). Right-clicking the NPC will tell you if the currently held item is repairable by the blacksmith. If it is, the -blacksmith should give a price quote. Right-clicking -again starts the repair. The item should be given back or dropped after a random delay according to the set limits. +blacksmith should give a price quote. Right-clicking again starts the repair. The item should be given back or dropped +after a random delay according to the set limits. While costs are always set globally (no blacksmith can do the same job for cheaper), the blacksmith's messages, cool-down between each reforge, whether the item is dropped or given, the chance of failing or adding an enchantment, @@ -47,7 +47,8 @@ In addition to just being able to repair items, blacksmiths have some random fea - There is a chance that blacksmiths fail to repair an item, leaving it at about the same durability as before. Use failReforgeChance to control the chance. Set it to 0 to remove the feature. - There is a chance a blacksmith may add an enchantment to a reforged item. You can control the probability using - extraEnchantmentChance, and set the maximum number of enchantments using maxEnchantments + extraEnchantmentChance, and set the maximum number of enchantments using maxEnchantments. EnchantmentBlocklist can be + used to block any enchantments you don't want to randomly grant. ## Commands @@ -82,16 +83,18 @@ Note: All of these can be used when specifying reforge-able items, such as "preset:weapon-smith:bow,preset:armor_smith:gold,PRESET:TOOL_SMITH,shield" The format of reforge-able items requires each preset/material to be separated by a comma. If specifying a preset -instead of a material, start by typing "preset:". Then you can type WEAPON_SMITH, ARMOR_SMITH or TOOL_SMITH. If you -want, you can add another colon and one of the filters supported by the preset. For example: "preset:WEAPON_SMITH:BOW" -to make the blacksmith only repair bows. You can use the same preset several times with different filters. For -example: "preset:ARMOR_SMITH:DIAMOND,preset:ARMOR_SMITH:NETHERITE" would allow the blacksmith to repair all diamond and -netherite armor. +instead of a material, start by typing "preset:". Then you can type BLACKSMITH, WEAPON_SMITH, ARMOR_SMITH or TOOL_SMITH. +If you want, you can add another colon and one of the filters supported by the preset. +For example: "preset:WEAPON_SMITH:BOW" to make the blacksmith only repair bows and crossbows. You can use the same +preset several times with different filters. For example: "preset:ARMOR_SMITH:DIAMOND,preset:ARMOR_SMITH:NETHERITE" +would allow the blacksmith to repair all diamond and netherite armor. Presets and filters can also be negated by applying a "-" character in front of the material name. For example, -"-SHIELD" would make shields unrepairable, even if included in a preset. "preset:WEAPON_SMITH,-SHIELD" +"-SHIELD" would make shields unrepairable, even if included in a listed preset. "preset:WEAPON_SMITH,-SHIELD" would allow the blacksmith to repair any weapon included in the WEAPON_SMITH preset except shields. -"preset:BLACKSMITH,-ELYTRA"would allow the blacksmith to repair any repairable item, except elytra. +"preset:BLACKSMITH,-ELYTRA"would allow the blacksmith to repair any repairable item, except elytra. You can also negate +entire presets or filters. For example: "preset:blacksmith,-preset:armor-smith:diamond" would allow a blacksmith to +repair all items, except diamond armor. All currently supported presets, and available filters for each preset: