The Idea:
So, got that awesome axe, eh? Comes with the amazing 'Fortune III' eh?
Wait, hang on a second. Fortune isn't amazing for axes, it's practically useless.
Hmm, I guess you need fortune on your pickaxe, right?
That's where the [Unnamed Block] comes in.
The Unnamed Block, with a GUI similar to the Anvil, allows the player to transfer an enchantment from their tool into a book.
The Cost:
Tools without any damage value (Repaired/crafted) are able to have any enchantment taken off the tool for a small cost. The cost would be calculated using an algorithm similar(Again) to that of the Anvil. Each time an enchantment is taken away, it will cost more to modify the tool. Whether or not the algorithms for the Anvil and the Unknown Block are linked in any way is to be decided at a later stage.
Tools with a damage value are treated a little differently, they can either be repaired by utilizing the Anvil's repair feature or can have their enchantments transferred with a bit more of a cost. If the tool has fortune III and is 50% damaged, transferring the enchant will leave the book with only Fortune II or Fortune I.
With the above said, a common question that might be asked would be "What if the enchantment on my tool is capped at level 1(Silk touch, Aqua affinity, etc.)?"
Well, that's actually quite simple, depending on the damage value of the tool, the enchantment will have a certain percentage to be transferred or will disappear from the tool and fail to transfer.
FAQ: Question: (Asked and answered above)
What if the enchantment on my tool is capped at level 1(Silk touch, Aqua affinity, etc.)? Answer:
Well, that's actually quite simple, depending on the damage value of the tool, the enchantment will have a certain percentage to be transferred or will disappear from the tool and fail to transfer. Question:
Isn't this too over-powered? Answer:
I have tried to balance each benefit with some sort of disadvantage to the player. It is truly difficult to balance a system like the one presented above. Question:
How will the damage value contribute to what the enchantment level drops down to? Answer:
This is indeed a fairly complicated system to create as it requires a lot of thought in order to be balanced out efficiently.
To put it simply, if a tool is only somewhat damaged, then the drop of the enchantment level will be minor(1 or possibly (Depending on the algorithm used for this system) none.
However, if the tool is damaged to the point where it break in several hits then the overall drop will be a major one. Taking 'Efficiency V' as an example, the end result of the book would be 'Efficiency I' or, if it's not considered to be unbalanced, a failure of a transfer resulting in losing the enchantment altogether.
the Formula could be: Enhancement level divided by Percentage of Tool Damage + 5% = Enhancement Transfer Chance
So the transfer chance will apply individuality for every level
And the lower the tool damage the higher the chance of the level to stay the same.
If the Enhancement Transfer Chance fails the results will be a drop of Enhancement level
If the level hits 0 the Enhancement is destroyed.
This could work for books also but the Enhancement Transfer Chance will be decreased by 25%.
It will cost the same amount of Exp as repairing the item Via an Anvil.
Enchantments that were on tools should only be able to go to the same level of tool, e.g. Iron to iron, diamond to diamond. Because then you could enchant, say a gold sword, take their enchantments and put them on a diamond sword, and eventually get a massively enchanted diamond sword. Other than that I like this idea.
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I do not care about your dragon, I will not click it, it is not real, and I hope it dies in a fire.
Just use a bookshelf. When right-clicked with an enchanted item, it would take a book out of the bookshelf, de-enchant your item, and give you the corresponding enchanted book. When the bookshelf was empty, you would be unable to transfer any more enchantments. To refill the bookshelf, simply right-click it with a regular book. The bookshelf would technically have an inventory, so Lockette-tye plugins could do the job. It would cost as much XP to do this as it would to combine an unenchanted version of your tool/weapon/armor with the enchanted book you're trying to get.
Enchantments that were on tools should only be able to go to the same level of tool, e.g. Iron to iron, diamond to diamond. Because then you could enchant, say a gold sword, take their enchantments and put them on a diamond sword, and eventually get a massively enchanted diamond sword. Other than that I like this idea.
I fail to see the problem, for two reasons:
1) The process you describe gives gold a use, which I am happy to see
and
2) How much experience would go into doing this? between the disenchant cost plus the anvil-enchant cost (plus naming, if you want this diamond sword to last more than a repair or two) I would venture quite a lot.
So, got that awesome axe, eh? Comes with the amazing 'Fortune III' eh?
Wait, hang on a second. Fortune isn't amazing for axes, it's practically useless.
Hmm, I guess you need fortune on your pickaxe, right?
That's where the [Unnamed Block] comes in.
The Unnamed Block, with a GUI similar to the Anvil, allows the player to transfer an enchantment from their tool into a book.
The Cost:
Tools without any damage value (Repaired/crafted) are able to have any enchantment taken off the tool for a small cost. The cost would be calculated using an algorithm similar(Again) to that of the Anvil. Each time an enchantment is taken away, it will cost more to modify the tool. Whether or not the algorithms for the Anvil and the Unknown Block are linked in any way is to be decided at a later stage.
Tools with a damage value are treated a little differently, they can either be repaired by utilizing the Anvil's repair feature or can have their enchantments transferred with a bit more of a cost. If the tool has fortune III and is 50% damaged, transferring the enchant will leave the book with only Fortune II or Fortune I.
With the above said, a common question that might be asked would be "What if the enchantment on my tool is capped at level 1(Silk touch, Aqua affinity, etc.)?"
Well, that's actually quite simple, depending on the damage value of the tool, the enchantment will have a certain percentage to be transferred or will disappear from the tool and fail to transfer.
FAQ:
Question: (Asked and answered above)
What if the enchantment on my tool is capped at level 1(Silk touch, Aqua affinity, etc.)?
Answer:
Well, that's actually quite simple, depending on the damage value of the tool, the enchantment will have a certain percentage to be transferred or will disappear from the tool and fail to transfer.
Question:
Isn't this too over-powered?
Answer:
I have tried to balance each benefit with some sort of disadvantage to the player. It is truly difficult to balance a system like the one presented above.
Question:
How will the damage value contribute to what the enchantment level drops down to?
Answer:
This is indeed a fairly complicated system to create as it requires a lot of thought in order to be balanced out efficiently.
To put it simply, if a tool is only somewhat damaged, then the drop of the enchantment level will be minor(1 or possibly (Depending on the algorithm used for this system) none.
However, if the tool is damaged to the point where it break in several hits then the overall drop will be a major one. Taking 'Efficiency V' as an example, the end result of the book would be 'Efficiency I' or, if it's not considered to be unbalanced, a failure of a transfer resulting in losing the enchantment altogether.
how about a "scribe table"?
As I don't know the exact code surrounding the Anvil, it's possible the code would conflict, which would require a new block to be added.
Enhancement level divided by Percentage of Tool Damage + 5% = Enhancement Transfer Chance
So the transfer chance will apply individuality for every level
And the lower the tool damage the higher the chance of the level to stay the same.
If the Enhancement Transfer Chance fails the results will be a drop of Enhancement level
If the level hits 0 the Enhancement is destroyed.
This could work for books also but the Enhancement Transfer Chance will be decreased by 25%.
It will cost the same amount of Exp as repairing the item Via an Anvil.
I fail to see the problem, for two reasons:
1) The process you describe gives gold a use, which I am happy to see
and
2) How much experience would go into doing this? between the disenchant cost plus the anvil-enchant cost (plus naming, if you want this diamond sword to last more than a repair or two) I would venture quite a lot.
This is what lecterns should have been, but “Scribe Table” is a good name, but what about the crafting recipe? I think it should be this :
# = Diamond
£ = Obsidian
§ = Lectern
¥ = Book
¥£¥
#§#
£££