EmakiForge | Blueprint-Driven Quality-Tiered Crafting System icon

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

Blueprints, material contribution, capacity limits, six quality tiers — a complete forging chain fro



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:

  • Flawed — Weight: 10, Multiplier: 0.95x. Slightly below standard output.
  • Common — Weight: 60, Multiplier: 1.0x. The most frequent base quality.
  • Fine — Weight: 30, Multiplier: 1.05x. Minor improvement.
  • Superior — Weight: 5, Multiplier: 1.1x. Noticeably above average.
  • Flawless — Weight: 2, Multiplier: 1.15x. Rare quality, triggers server broadcast.
  • Perfect — Weight: 1, Multiplier: 1.2x. Extremely 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

Name/Lore Action System

Six action types for modifying output item appearance:

  • append_suffix — Append text to the end of the item name
  • prepend_prefix — Prepend text to the beginning of the item name
  • prepend — Insert lines at the top of the lore
  • append — Append lines at the bottom of the lore
  • insert_below — Insert lines below a matched anchor line
  • replace_line — Replace the entire matched anchor line

All name/lore modifications are built on CoreLib's Ledger system, making them fully reversible and layer-independent.

Effect System

Each material can provide multiple effect types:

  • variables — Expression engine variables for lore placeholder rendering and attribute calculation
  • ea_attribute — EmakiAttribute PDC attributes written directly to item data
  • es_skill — EmakiSkills skill binding for active/passive abilities
  • name_action — Item display name modifications
  • lore_action — Item lore description modifications
  • capacity_bonus — Special type that expands the forge capacity ceiling

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

  • /ef help — Display help information (emakiforge.use)
  • /ef forge — Open the standalone forge interface (emakiforge.use)
  • /ef book — Open the recipe codex (emakiforge.book)
  • /ef reload — Reload all configuration files (emakiforge.reload)
  • /ef list recipe — List all loaded recipes (emakiforge.admin)

Command aliases: /eforge, /ef

Permissions

  • emakiforge.use — Basic forge access (default: all players)
  • emakiforge.book — Recipe codex access (default: all players)
  • emakiforge.reload — Reload configuration (default: OP)
  • emakiforge.admin — Full admin access (default: OP)

PAPI Placeholders

Prefix: %emakiforge_<placeholder>%

  • recipe_count — Total 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_crafts — Player's total forge count across all recipes
  • last_crafted — Recipe 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

Requirements

  • Server: Spigot 1.21+
  • Java: 21+
  • Hard Dependencies: EmakiCoreLib
  • Soft Dependencies: EmakiAttribute, EmakiSkills, PlaceholderAPI

Resource Information
Author:
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Total Downloads: 152
First Release: Mar 29, 2026
Last Update: Jun 16, 2026
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All-Time Rating:
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