Improves some README descriptions

This commit is contained in:
Kristian Knarvik 2023-01-11 14:29:59 +01:00
parent f192a5a2b5
commit 1bc03d7670

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@ -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 - 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. makes the cost increase the more damaged the item is.
- EnchantmentTarget is used instead of a hard-coded list of repairable items - 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. 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 - This plugin is not directly compatible with the original. If you are using the old one, you will need to set it up
again! 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). `/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 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 blacksmith should give a price quote. Right-clicking again starts the repair. The item should be given back or dropped
again starts the repair. The item should be given back or dropped after a random delay according to the set limits. 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, 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, 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 - 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. 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 - 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 ## 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" "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 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 instead of a material, start by typing "preset:". Then you can type BLACKSMITH, WEAPON_SMITH, ARMOR_SMITH or TOOL_SMITH.
want, you can add another colon and one of the filters supported by the preset. For example: "preset:WEAPON_SMITH:BOW" If you want, you can add another colon and one of the filters supported by the preset.
to make the blacksmith only repair bows. You can use the same preset several times with different filters. For For example: "preset:WEAPON_SMITH:BOW" to make the blacksmith only repair bows and crossbows. You can use the same
example: "preset:ARMOR_SMITH:DIAMOND,preset:ARMOR_SMITH:NETHERITE" would allow the blacksmith to repair all diamond and preset several times with different filters. For example: "preset:ARMOR_SMITH:DIAMOND,preset:ARMOR_SMITH:NETHERITE"
netherite armor. 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, 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. 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: All currently supported presets, and available filters for each preset: