# Blacksmith The blacksmith plugin adds a new blacksmith trait to Citizens NPCs. NPCs are able to repair a player's held item for a fee. Costs are highly customizable. ### Important changes from the original fork - The problem with armor being unrepairable because the player would equip it instead has been fixed. - A lot of configuration value have had their paths altered, so configurations need to be updated. - 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, 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! ### Dependencies - Citizens2 - Vault - Any Vault-supported Economy plugin ## Basic usage To create a new blacksmith, simply add the blacksmith trait to an NPC. 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. 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, the maximum number of added enchantments, max and min delays, the length of the cool-down and which items the blacksmith is able to reforge can be changed individually. Also note: As a change from the original plugin, unless a value for an NPC has been explicitly set for that NPC, it will mirror the values set in config.yml. This also means that configuration values aren't populated automatically in citizen's NPC save file. While you can manually set the values using the same keys as in config.yml, you should use the /blacksmith command when possible. ### Special behavior In addition to just being able to repair items, blacksmiths have some random features which can be cool or annoying: - 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 ## Commands | Command | Arguments | Description | | --- | --- | --- | | /blacksmith | \