This idea is intended to be used along side of my "Renewable Repair Kits" suggestion, but doesn't need to.
This idea is about replacing the overpowered Mending Enchantment with something less powerful but still valuable: the Mendable Enchantment.
If a player is wearing or holding a damaged item with the Mendable enchantment, and they contact an XP Orb, some of the Orb's experience points are used to reduce the item's Repair Cost.
Repair Cost is the number which causes the number of levels of experience needed to fix things on an anvil to go up exponentially. It is also known as the Prior Work Penalty.
By giving the player an enchantment that lets them lower that cost slowly over time, the player can make that pesky "Too Expensive!" anvil message go away.
The specifics of the Mendable enchantment would be as follows:
The player contacts an XP orb while wearing or holding an Mendable-enchanted-item whose Repair Cost is greater than 0.
The item absorbs and stores some of the Orb's experience points inside itself.
The enchanted item checks if the points inside of it are more than the player would need to go from the start of his current level to the start of the next level, and if so, that many of the the stored points are consumed/destroyed and the item's Repair Cost goes down by one.
The item model of a Mendable item whose Repair Cost is nonzero shows a second bar above the durability bar, indicating how close the stored points are to being enough to level-down the item's Repair Cost.
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