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