|
|
|
@ -13660,9 +13660,20 @@ class updateInventoryTask implements Runnable { |
|
|
|
|
} else if (anvilInv.getItem(MAGIC).getType() == Material.BOOK && anvilInv.getItem(INPUT).getType() != Material.ENCHANTED_BOOK) { |
|
|
|
|
// Magic slot is a book. Unenchanting logic goes here.
|
|
|
|
|
anvilInv.setItem(OUTPUT, new ItemStack(Material.ENCHANTED_BOOK)); |
|
|
|
|
anvilInv.getItem(OUTPUT).setType(Material.ENCHANTED_BOOK); |
|
|
|
|
// anvilInv.getItem(OUTPUT).setType(Material.ENCHANTED_BOOK);
|
|
|
|
|
|
|
|
|
|
ItemMeta bookMeta = anvilInv.getItem(OUTPUT).getItemMeta(); |
|
|
|
|
|
|
|
|
|
// Grab enchantments and lore. This is necessary due to leather armor meta being a different class.
|
|
|
|
|
Map<Enchantment, Integer> itemEnchantments = anvilInv.getItem(INPUT).getItemMeta().getEnchants(); |
|
|
|
|
|
|
|
|
|
for (Enchantment e : itemEnchantments.keySet()) { |
|
|
|
|
bookMeta.addEnchant(e, itemEnchantments.get(e), true); // force-add all enchants
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
List<String> bookLore = anvilInv.getItem(INPUT).getItemMeta().getLore(); // add more filtering code after this later
|
|
|
|
|
bookMeta.setLore(bookLore); |
|
|
|
|
|
|
|
|
|
ItemMeta bookMeta = anvilInv.getItem(INPUT).getItemMeta(); |
|
|
|
|
bookMeta.setDisplayName(null); |
|
|
|
|
anvilInv.getItem(OUTPUT).setItemMeta(bookMeta); |
|
|
|
|
|
|
|
|
|