Inactive [MECH] Blacksmith v1.0.3 - Repair your equipment [1000]

Discussion in 'Inactive/Unsupported Plugins' started by retsrif, Apr 6, 2011.

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    That would be great thanks... and love this plugin..
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    No problem, and glad to hear it :)
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    add register for the econ, will reduce lots of probs in future of econs
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    Ok when I can I'll try it out.
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    This plugin seems RPG so i might try it out in my server! (Let's hope it works with [953] )
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    Try it out and tell me :)
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    please add craft: when i have in inventory stick and cobblestone i pay for craft pickaxe...some like that
    sorry for my english
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    could you easily make a block instead of a sign like put a iron all around the edge and a redstone in a middle or no, i have no idea about making plugins so if you could i would really appreciate it thnx
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    Sorry I won't do that as you can just as easily build it yourself.

    No, sorry you can't make blocks without any client mods.
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    Could you add support for translate like language.yml or something?

    Nice work and nice plugin :D
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    Alright I'll try and see if I can :)
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    ok thnx

    No, sorry you can't make blocks without any client mods.[/quote]
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    ok i had this working until i changed the base cost, now when i set ut the sign with
    nothing happens please help :)

    i got it to work i had done somthing wrong in the base cost config file xD
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    Found a bit of a bug:
    iron-base: 150
    wood-base: 59
    diamond-base: 1561
    stone-base: 131
    use-boseconomy: false
    use-iconomy: true
    gold-base: 32
    So now it cost me 1$ for ea repair but it dos not! i cost tripple some times double.
    I try to use the Value together with citizens plugins.
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    Not a bug :p This is because some tools like the pickaxe, use more materials than things like the sword, which means it has a higher cost. And I didn't understand the citizens part...
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    Collin Moore

    @retsrif Great plugin! I have had it on my server for a while now. Only one problem. I'm having the issue that everyone is making their own BlackSmith signs and putting them in their homes. I wanted them to have to work a little, so that they would have to go to a specific place to get their tools repaired, instead of just taking a sign with them to mine and repair their tools as they go. Could you make it compatible with permissions? or even a config option to make it so only Ops can make a BlackSmith sign? Thanks in advance!

    EDIT: also, I've been told you can't repair shears with your signs... Could you add that please?
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    I would rather have the mcmmo style iron block as an anvil, permissions control on who can use it, and for it to use materials for repairs and not money.
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    what about this project ? :)
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    Any chance this could be updated to show the cost of the repair in the chat when you repair the items, that would be great if you could.
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    Would it be possible to make it pay to the one who made the repair sign, and if that's possible, the one that made the sign has to pay materials into the sign for the repairs, so it was some work to get their money?
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    Permissions support?
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    Version: 1.0.3

    But when i download and i do /version Blacksmith it sais version 1.0.26 :S
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    I was just wondering if there is a way for you to implement the money used not going to the server itself, but perhaps an NPC or player who owns the sign via any plugins such as LWC, permissions, and et cetera.

    Thank you, and very lovely plugin. ^_^
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    Any update for #1185?
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    Attach to Essentials?
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    This works fine for 1185
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    2011-10-08 17:58:38 [SEVERE] Could not pass event PLAYER_INTERACT to Blacksmith
    java.lang.NoClassDefFoundError: com/iConomy/iConomy
        at retsrif.Blacksmith.BPlayerListener.isBalanceGreaterThanCost(
        at retsrif.Blacksmith.BPlayerListener.onPlayerInteract(
        at org.bukkit.plugin.RegisteredListener.callEvent(
        at org.bukkit.plugin.SimplePluginManager.callEvent(
        at org.bukkit.craftbukkit.event.CraftEventFactory.callPlayerInteractEvent(
        at net.minecraft.server.ItemInWorldManager.dig(
        at net.minecraft.server.NetServerHandler.a(
        at org.getspout.spout.SpoutNetServerHandler.a(
        at net.minecraft.server.Packet14BlockDig.a(SourceFile:43)
        at net.minecraft.server.NetworkManager.b(
        at net.minecraft.server.NetServerHandler.a(
        at org.getspout.spout.SpoutNetServerHandler.a(
        at net.minecraft.server.NetworkListenThread.a(SourceFile:108)
        at net.minecraft.server.MinecraftServer.h(
    Caused by: java.lang.ClassNotFoundException: com.iConomy.iConomy
        at Method)
        at java.lang.ClassLoader.loadClass(
        at java.lang.ClassLoader.loadClass(
        ... 17 more
    Bukkit 1240

    BetterShop 2.0.4
    Blacksmith 1.0.26
    CreeperHeal 3.2.4
    ExactSpawn 0.3
    LyTreeHelper 2.5.1
    BukkitCompat r15A
    MoneyDrop '1.3.2'
    MyHome 2.0.1
    PermissionsBukkit 1.2
    PersonalChest 1.0.3
    PlgSetspawn 5.0
    Register 1.5
    SelfPlanting 1.3
    SpoutCoords 0.5.0
    SpoutWallet 1.4.2
    dynmap 0.23
    iConomy 6.0.7b

    iron-base: 100
    wood-base: 20
    diamond-base: 200
    stone-base: 50
    use-boseconomy: false
    use-iconomy: true
    gold-base: 75
    Any suggestions?
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    Could you make it work with shears?
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    Can you pls fix it for Iconomy 6? Its not working :(
    03:37:27 [SEVERE] Could not pass event PLAYER_INTERACT to Blacksmith
    java.lang.NoClassDefFoundError: com/iConomy/iConomy
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    Requires bukkit-1.0.0-R1-SNAPSHOT (or potentially later, but this is the newest at the time I'm posting this)

    Uses Vault ( instead of a specific economy mod.
    Bows can now be repaired.
    Enchantments have an effect on the repair cost by a configurable percentage.
    Blacksmith signs cannot be placed or removed by players without permissions.
    Added configurable minimum repair cost (default 0)

    Note: I've had a problem getting this plugin to load after vault does, despite specifying vault as a soft dependency. If the signs do nothing, try reloading the plugin.

    In case anyone is curious, the cost formula is as follows:

    totalCost = [base material cost] * [number of materials used to craft] *[remainingDurability / maxDurability]* [enchantment modifier]

    Enchantment modifier is calculated by summing the contributions of all the enchantments on the item.

    Default Cost increase:

    Level I: 5%
    Level II: 10%
    Level III: 20%
    Level IV: 35%
    Level V: 55%

    So a pick with Level I Efficiency and Level II Unbreaking will have a modifier of
    5+10 = 15%, meaning the repair will cost 15% more than what an unenchanted pick of the same material would cost to repair.

    If you don't want enchantments to affect the costs, set them all to 0 in the config.

    Tested with Vault and iConomy 6


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