The enchantmentBlocklist allows specifying a list of enchantments blacksmiths should be blocked from adding to items. Especially curse of binding and curse of vanishing are problematic as the effect is quite bad. Mending is possibly undesirable as it's supposed to be quite rare.
Fixes getting the name of enchantments
Fixes inconsistencies in material and enchantment name-checking
Allows using "null" or "-1" to unset per-material or per-enchantment configuration options
Fixes a bug where basePrice was set to a material name instead of the price for the material being displayed
Adds missing tab-completion for material/enchantment costs
Prevents inconsistencies in deciding if a value is null
Adds a configuration option for the plugin language
Loads the selected language instead of always loading "en"
Makes sure the language is updated upon reloading
Removes the DISABLE_COOL_DOWN option
Removes the DISABLE_DELAY option
Uses the old DISABLE_COOL_DOWN behavior if cool-down is set to 0 or below
Uses the old DISABLE_DELAY behavior if max-delay is set to 0 or below
Adds a preset command which can be used to see available presets
Adds preset filters which can be used to specify item sub-categories within a preset
Removes SWORD_SMITH and RANGED_SMITH, as those are replaced by the RANGED and SWORD filters
Adds a list of usable filters for each preset
Changes the entire settings structure
Splits settings into NPC settings and global settings
Adds some command classes in preparation for a new command system
Moves a lot of code away from BlacksmithPlugin
Adds a new EconomyManager class which takes care of everything economy and pricing
Removes HyperConomy softdepend
Changes the reload command to /blacksmith reload
Adds a proper configuration file to make possible to change stuff without a bloody wiki
This commit adds a lot of missing comments, and fixes a lot of bad formatting. Some spelling errors have also been fixed.
Warning: This commit changes the name of some config values. Existing configurations will be broken!
This commit also adds a natural cost option, which defaults to true. With natural cost turned on, the cost of repairing an item will increase with each damage the item has taken, rather than the cost decreasing for every damage taken.