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Плагины/EmakiForge | Blueprint-Driven Quality-Tiered Crafting System
EmakiForge | Blueprint-Driven Quality-Tiered Crafting System

EmakiForge | Blueprint-Driven Quality-Tiered Crafting System

Blueprints, material contribution, capacity limits, six quality tiers — a complete forging chain from raw materials to finished gear.

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EmakiForge brings deep crafting gameplay to your server. Players learn recipes through blueprints, gather and contribute materials, make trade-offs within capacity limits, and forge equipment of varying quality. The six-tier quality system makes every forge attempt exciting, while the material contribution system turns the forging process itself into meaningful decision-making.

Forging Workflow

A complete forging session follows these steps:

  1. Blueprint Selection — Players open the forge interface and select an unlocked blueprint recipe. Blueprints can be distributed as items or controlled via permissions.
  2. Material Input — Place base materials and optional materials into the forge GUI. The system displays real-time capacity usage to help plan material combinations.
  3. Quality Roll — Upon confirmation, the system performs a weighted random roll based on total material contribution to determine the output quality tier.
  4. Result Output — The final item is generated with quality multipliers applied to attributes, name/lore modifications executed, audit records written, and the forge is complete.

Core Features

Quality System

EmakiForge provides a six-tier quality system, each with independent weight and attribute multiplier:

Quality TierDefault WeightMultiplierDescription
Flawed100.95xSlightly below standard output
Common601.0xMost frequent base quality
Fine301.05xMinor improvement
Superior51.1xNoticeably above average
Flawless21.15xRare quality, triggers server broadcast
Perfect11.2xExtremely rare, triggers server broadcast

Key quality features:

  • Weights determine roll probability; more material contribution shifts odds toward higher tiers
  • Attribute multiplier directly scales all base attribute values defined in the recipe
  • Each tier can have independent name prefixes (e.g., [Perfect], [Fine])
  • Pity system: after a configurable number of consecutive forges, a minimum quality is guaranteed (default: Flawless after 60 attempts)
  • Quality pools can be customized globally or per-recipe

Material Contribution System

Forging isn't simple crafting — it's a strategic contribution process:

Base Materials

  • Minimum requirements that must be fully met before forging can begin
  • Each base material has fixed quantity requirements and capacity cost

Optional Materials

  • Extra input to improve quality chances or add special effects
  • Each optional material provides different attribute directions (fire damage, movement speed, magic penetration, etc.)
  • The number of optional material types per forge is capped by optional_material_limit

Capacity Limit

  • Total capacity_cost of all materials cannot exceed the recipe's forge_capacity
  • Forces players to make trade-offs between multiple optional materials
  • Special materials can provide capacity_bonus effects to expand the capacity ceiling

Contribution Calculation

  • Each material has an independent capacity cost value (capacity_cost)
  • Material effects stack additively onto the output item upon successful forge
  • Quality multiplier is applied to all material-provided attribute values

Name/Lore Action System

Six action types for modifying output item appearance:

Action TypeDescriptionExample Use
append_suffixAppend text to end of item nameAdd [Flame] marker
prepend_prefixPrepend text to beginning of item nameAdd quality tag [Perfect]
prependInsert lines at top of loreDisplay quality info
appendAppend lines at bottom of loreAdd attribute descriptions
insert_belowInsert lines below a matched anchor lineInsert values below "Forge Stats:"
replace_lineReplace the entire matched anchor lineUpdate existing attribute values

All name/lore modifications are built on CoreLib's Ledger system, making them fully reversible and layer-independent. If an item is later modified by another system, the forge layer can be independently reverted without affecting other layers.

Effect System

Each material can provide multiple effect types:

Effect TypeDescription
variablesExpression engine variables for lore placeholder rendering and attribute calculation
ea_attributeEmakiAttribute PDC attributes written directly to item data
es_skillEmakiSkills skill binding for active/passive abilities
name_actionItem display name modifications
lore_actionItem lore description modifications
capacity_bonusSpecial type that expands the forge capacity ceiling for the current session

Effects support variable placeholders (e.g., {physical_damage}, {fire_damage}) that are automatically resolved to actual values during lore rendering.

Recipe Codex GUI

Players can browse all available recipes through a codex interface:

  • Chest-based GUI displaying all registered forge recipes
  • Shows required materials, quantities, and capacity costs
  • Displays possible quality ranges and attribute directions
  • Pagination support for large recipe collections
  • Completed recipes marked with "Crafted" status

Forge Audit Trail

Every forged item stores complete forging information via PDC (PersistentDataContainer):

  • Crafter — Player UUID and name who performed the forge
  • Blueprint — Recipe ID used
  • Materials — Type and quantity of each material contributed
  • Quality — Rolled quality tier and multiplier
  • Timestamp — Millisecond-precision forge time

Audit data supports post-forge refresh: when recipes are updated, existing items can recalculate attributes from audit records without requiring players to re-forge.

Commands

CommandDescriptionPermission
/ef helpDisplay help informationemakiforge.use
/ef forgeOpen the standalone forge interfaceemakiforge.use
/ef bookOpen the recipe codexemakiforge.book
/ef reloadReload all configuration filesemakiforge.reload
/ef list recipeList all loaded recipesemakiforge.admin

Command aliases: /eforge, /ef

Permissions

Permission NodeDescriptionDefault
emakiforge.useBasic forge accessAll players
emakiforge.bookRecipe codex accessAll players
emakiforge.reloadReload configurationOP
emakiforge.adminFull admin accessOP

PAPI Placeholders

Prefix: %emakiforge_<placeholder>%

PlaceholderDescription
recipe_countTotal number of loaded recipes
craft_count_<recipe_id>Player's forge count for a specific recipe
has_crafted_<recipe_id>Whether the player has completed a specific recipe (true/false)
total_craftsPlayer's total forge count across all recipes
last_craftedRecipe ID of the player's most recent forge
guarantee_<recipe_id>Player's pity counter for a specific recipe

Ideal Server Types

EmakiForge is particularly well-suited for:

  • RPG/MMORPG servers — Provides deep crafting gameplay as an alternative to simple crafting tables
  • Long-term survival servers — Quality system provides ongoing goals for extended play
  • Economy servers — Quality variance naturally creates trading markets
  • Dungeon servers — Dungeon material drops + forge system creates complete gear loops

Not recommended for pure vanilla survival or small casual servers, as the forge system requires configuration effort and player learning investment.

Requirements

ItemRequirement
ServerSpigot 1.21+
Java21+
Hard DependenciesEmakiCoreLib
Soft DependenciesEmakiAttribute, EmakiSkills, PlaceholderAPI

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