If you have a great enchantment on an old sword, and you want a new better sword (mod items and such,) just put a book and the sword in an anvil, and depending on the enchantment, it will cost levels to move the enchantment to the book. I think this should be implemented, and give me feedback if you have any other ideas.
Good idea. Maybe the more damaged the tool, the more levels it costs. I also think you should be able to return an enchantment, and get half of your XP back.
I like the general idea, but I'd like to see it in two forms.
Disenchanting - This works by putting an already enchanted item back into the enchanting table. Since things can normally only have up to three enchantments, each button is for a different enchantment on the item. Cost per enchantment is based on the value of the enchantment, and the durability remaining on the tool (as this gives a rough indication of how much use a player may already have gotten out of the enchanted item). This method preserves the item, but destroys the enchantment. Useful for when you have a useless ability on an item, and want to free up a slot or make it cheaper to repair.
Infusion - Using an item with a blank book through the anvil (possibly should require a new "Magic Anvil"). Transfers the current set of enchantments on an item onto the book, yielding an Enchanted Book for the same set of enchantments as was on the tool. Again, the cost would be based on the levels of the enchantments, plus the damage on the tool, however, the overall cost would be calculated at slightly less than Disenchanting. This method keeps the enchantments, but loses the tool. As such, it's good for putting a good set of enchantments onto a better tool.
Combined, these methods would make it easier to get the set of enchantments you want on a tool, and to keep them, though potentially at a higher cost in experience than current methods.
- Disenchanting - This works by putting an already enchanted item back into the enchanting table. Since things can normally only have up to three enchantments, each button is for a different enchantment on the item. Cost per enchantment is based on the value of the enchantment, and the durability remaining on the tool (as this gives a rough indication of how much use a player may already have gotten out of the enchanted item). This method preserves the item, but destroys the enchantment. Useful for when you have a useless ability on an item, and want to free up a slot or make it cheaper to repair.
- Infusion - Using an item with a blank book through the anvil (possibly should require a new "Magic Anvil"). Transfers the current set of enchantments on an item onto the book, yielding an Enchanted Book for the same set of enchantments as was on the tool. Again, the cost would be based on the levels of the enchantments, plus the damage on the tool, however, the overall cost would be calculated at slightly less than Disenchanting. This method keeps the enchantments, but loses the tool. As such, it's good for putting a good set of enchantments onto a better tool.
Combined, these methods would make it easier to get the set of enchantments you want on a tool, and to keep them, though potentially at a higher cost in experience than current methods.