after the current system go its cap removed the old way to do anvil enchantments should be restored and applicable for a server if they choose to use it
the formula to implement for repairments looks like this:
newRepairCost=leftRepairCost+rightRepairCost+1
when calculating price for enchantments the costs are calculated like this:
after the current system go its cap removed the old way to do anvil enchantments should be restored and applicable for a server if they choose to use it
## the formula to implement for repairments looks like this:
```java
newRepairCost = leftRepairCost + rightRepairCost + 1
```
## when calculating price for enchantments the costs are calculated like this:
```java
cost += level * weight
```
the weights are loaded from a yaml file
Enchantment | Weight
-- | --
Protection | 1
Fire Prot | 1
Feather Falling | 1
Blast Prot | 2
Projectile Prot | 1
Thorns | 8 (!)
Sharpness | 1
Smite | 1
Bane of Arthropods | 1
Knockback | 2
Fire Aspect | 2
Looting | 4
Efficiency | 1
Silk Touch | 8
Unbreaking | 1
Power | 1
Punch | 4
Flame | 4
Infinity | 8
Luck/Lure ( kamen später ) |
## calculating costs for merging enchantments
```python
if leftLevel == rightLevel:
newLevel = leftLevel + 1
else:
newLevel = max(leftLevel, rightLevel)
```
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after the current system go its cap removed the old way to do anvil enchantments should be restored and applicable for a server if they choose to use it
the formula to implement for repairments looks like this:
when calculating price for enchantments the costs are calculated like this:
the weights are loaded from a yaml file
calculating costs for merging enchantments
more infos about this are found here: https://chatgpt.com/c/69299c94-c184-8325-8a11-825a0335343e