Minecraft Enchantment Weight Calculator

Minecraft Enchantment Weight Calculator: Optimize Your Gear :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ddd; –shadow-color: rgba(0, 0, 0, 0.1); –input-bg: #fff; –result-bg: var(–primary-color); –result-text-color: #fff; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 0; } .container { max-width: 1000px; margin: 20px auto; padding: 20px; background-color: #fff; border-radius: 8px; box-shadow: 0 2px 10px var(–shadow-color); } header { background-color: var(–primary-color); color: #fff; padding: 20px; text-align: center; border-radius: 8px 8px 0 0; margin-bottom: 20px; } header h1 { margin: 0; font-size: 2.5em; } .calculator-section { margin-bottom: 30px; padding: 20px; border: 1px solid var(–border-color); border-radius: 5px; } .calculator-section h2 { color: var(–primary-color); margin-top: 0; } .loan-calc-container { display: flex; flex-direction: column; gap: 15px; } .input-group { display: flex; flex-direction: column; gap: 5px; } .input-group label { font-weight: bold; display: block; margin-bottom: 5px; } .input-group input[type="number"], .input-group select { width: 100%; padding: 10px; border: 1px solid var(–border-color); border-radius: 4px; box-sizing: border-box; background-color: var(–input-bg); } .input-group input[type="number"]:focus, .input-group select:focus { border-color: var(–primary-color); outline: none; } .input-group .helper-text { font-size: 0.85em; color: #666; } .input-group .error-message { color: red; font-size: 0.8em; margin-top: 5px; display: none; /* Hidden by default */ } .button-group { display: flex; gap: 10px; margin-top: 20px; flex-wrap: wrap; /* Allow buttons to wrap on smaller screens */ } .button-group button { padding: 10px 15px; border: none; border-radius: 4px; cursor: pointer; font-size: 1em; transition: background-color 0.3s ease; flex: 1; /* Distribute space evenly */ min-width: 120px; /* Ensure buttons don't get too small */ } .button-calculate { background-color: var(–primary-color); color: white; } .button-calculate:hover { background-color: #003366; } .button-reset, .button-copy { background-color: #6c757d; color: white; } .button-reset:hover, .button-copy:hover { background-color: #5a6268; } .results-container { margin-top: 20px; padding: 15px; background-color: var(–primary-color); color: var(–result-text-color); border-radius: 5px; text-align: center; box-shadow: inset 0 0 10px rgba(0,0,0,0.2); } .results-container h3 { margin-top: 0; color: var(–result-text-color); } .main-result { font-size: 2.2em; font-weight: bold; margin: 10px 0; } .intermediate-results span { margin: 0 15px; font-size: 1.1em; } .formula-explanation { font-size: 0.9em; margin-top: 15px; opacity: 0.8; } .chart-container { margin-top: 30px; padding: 20px; border: 1px solid var(–border-color); border-radius: 5px; background-color: #fff; } .chart-container h3 { color: var(–primary-color); margin-top: 0; } table { width: 100%; border-collapse: collapse; margin-top: 15px; } th, td { padding: 10px; text-align: left; border: 1px solid var(–border-color); } th { background-color: var(–primary-color); color: #fff; font-weight: bold; } tr:nth-child(even) { background-color: var(–background-color); } caption { font-style: italic; color: #666; margin-bottom: 10px; text-align: left; } #copyFeedback { display: none; margin-top: 10px; color: var(–success-color); font-weight: bold; } /* Article Styles */ article { margin-top: 30px; padding: 20px; background-color: #fff; border-radius: 8px; box-shadow: 0 2px 10px var(–shadow-color); } article h2 { color: var(–primary-color); border-bottom: 2px solid var(–primary-color); padding-bottom: 5px; margin-top: 25px; } article h3 { color: var(–primary-color); margin-top: 20px; } article p { margin-bottom: 15px; } article ul, article ol { margin-bottom: 15px; padding-left: 25px; } article li { margin-bottom: 8px; } article strong { color: var(–primary-color); } .faq-item { margin-bottom: 15px; border-left: 3px solid var(–primary-color); padding-left: 15px; } .faq-item h3 { margin-bottom: 5px; color: var(–text-color); border-bottom: none; } .faq-item p { margin-bottom: 5px; } .variable-table th, .variable-table td { padding: 12px; } .variable-table th { background-color: var(–primary-color); } .internal-links-section ul { list-style: none; padding: 0; } .internal-links-section li { margin-bottom: 10px; } .internal-links-section a { color: var(–primary-color); text-decoration: none; font-weight: bold; } .internal-links-section a:hover { text-decoration: underline; } .internal-links-section span { font-size: 0.9em; color: #666; } .highlight { background-color: var(–primary-color); color: white; padding: 2px 4px; border-radius: 3px; } canvas { display: block; margin: 15px auto; max-width: 100%; height: auto !important; }

Minecraft Enchantment Weight Calculator

Optimize your enchantment strategy by understanding enchantment costs and probabilities.

Enchantment Weight Calculator

Enter the details of your item and desired enchantments to estimate the enchantment weight. Higher weights generally mean higher experience costs and potentially fewer options per level.

The current level of the enchantment on your item (e.g., 1 for Unbreaking I, 3 for Sharpness III).
The highest level this specific enchantment can reach (e.g., 5 for Protection V, 3 for Efficiency III).
A score representing how well this enchantment pairs with others on the same item. Generally 1 for most common enchantments.
The experience cost in levels to combine this item with another enchanted item or book in an anvil.
Common Uncommon Rare Mythic Roughly categorizes the rarity and complexity of the enchantment.

Estimated Enchantment Weight

Base Weight: Compatibility Modifier: Rarity Factor:
Formula: (Base Weight * Rarity Factor * Compatibility Modifier) + Anvil Repair Cost

Enchantment Weight vs. Level Projection

Estimated enchantment weight projected across levels, considering rarity and compatibility.

Enchantment Weight Data Table

Typical Enchantment Weights and Factors
Enchantment Type Rarity Factor Typical Base Weight Common Enchantment Examples
Common 0.5 10 Protection I, Sharpness I, Efficiency I
Uncommon 1.0 20 Unbreaking I, Fortune I, Smite I
Rare 1.5 30 Mending I, Infinity I, Sweeping Edge I
Mythic 2.0 40 Soul Speed III, Frost Walker II (considered rarer for strategic impact)

Note: Base weights are illustrative; actual values may vary slightly between Minecraft versions. Compatibility modifier is typically 1 unless specific mechanics are involved.

What is Minecraft Enchantment Weight?

In the context of Minecraft enchantment weight, it refers to a conceptual metric used to understand the relative complexity and experience cost associated with applying specific enchantments to an item. While Minecraft doesn't have a direct "enchantment weight" stat shown to players, the game's enchanting system implicitly uses various factors that contribute to this perceived weight. These factors include the enchantment's rarity, its level, and how it interacts with other enchantments and the anvil mechanics. Understanding minecraft enchantment weight helps players make informed decisions about which enchantments to prioritize, how to combine them efficiently, and manage their experience levels effectively. Players who frequently engage with the enchanting system, aim for powerful gear sets, or are involved in complex trading of enchanted items would benefit from grasping the nuances behind minecraft enchantment weight.

A common misconception is that enchantment weight is a single, fixed number displayed in the game. In reality, it's a dynamic outcome of several interacting game mechanics. Another misunderstanding is that all enchantments of the same level have the same "weight"; however, rarity plays a significant role. For instance, obtaining Mending might feel "heavier" or more costly in terms of effort and resources compared to a simple Protection I, even if both are level 1.

Minecraft Enchantment Weight Formula and Mathematical Explanation

The minecraft enchantment weight is calculated by considering several key variables. While Mojang does not publicly disclose an exact "weight" formula, we can approximate it based on observed game mechanics and player experience. The core idea is to synthesize the difficulty and cost of obtaining and applying an enchantment.

Our calculator uses a simplified model to represent the minecraft enchantment weight. The formula is as follows:

Enchantment Weight = (Base Weight * Rarity Factor * Compatibility Modifier) + Anvil Repair Cost

Let's break down each component:

Variable Explanations

  • Base Weight: This is a foundational value representing the inherent complexity of an enchantment independent of its level or rarity. It's an abstract value derived from game design.
  • Rarity Factor: This multiplier accounts for how difficult an enchantment is to find. Common enchantments are easier to obtain than rare ones.
  • Compatibility Modifier: This factor represents how well the enchantment meshes with other enchantments on the same item. Some enchantments conflict (e.g., Silk Touch and Fortune), while others can be stacked. For simplicity in this model, we often assume a modifier of 1 if no explicit conflict or synergy is universally recognized, or it can represent the synergy score.
  • Anvil Repair Cost: This is the direct experience cost in levels when combining two items or an item with an enchanted book via an anvil. This cost accumulates and significantly impacts the total experience needed for high-tier enchantments.

Variables Table

Variables Used in Minecraft Enchantment Weight Calculation
Variable Meaning Unit Typical Range / Values
Enchantment Level Current level of the enchantment (e.g., I, II, III) Level 1 to 5 (common max)
Max Enchantment Level The highest achievable level for this enchantment Level 1 to 5+
Base Weight Inherent complexity of the enchantment Abstract Units 10-40 (Illustrative)
Rarity Factor Multiplier based on enchantment rarity Multiplier 0.5 (Common), 1.0 (Uncommon), 1.5 (Rare), 2.0 (Mythic)
Compatibility Modifier Score for enchantment synergy/conflict Multiplier Typically 1.0 (or can vary based on mechanics)
Anvil Repair Cost Experience levels to combine in an anvil Levels 0 to 39+

Practical Examples (Real-World Use Cases)

Let's illustrate the minecraft enchantment weight calculator with practical examples.

Example 1: Applying Mending to Diamond Sword

Suppose you have a Diamond Sword with Sharpness IV (Base Weight 20, Rarity 1.0, Compatibility 1.0) and you want to add Mending. Mending is often considered a Rare enchantment with a Rarity Factor of 1.5. Its Base Weight might be around 30, and let's assume a Compatibility Modifier of 1.0 for simplicity. The current enchantment level on the sword for other enchantments is 4, but Mending itself is Level 1.

  • Item: Diamond Sword
  • Existing Enchantments: Sharpness IV
  • New Enchantment: Mending I
  • Mending Rarity Factor: 1.5
  • Mending Base Weight: 30
  • Mending Compatibility Modifier: 1.0
  • Anvil Repair Cost for Mending: Let's say combining Mending from a book incurs a cost of 5 levels.

Calculation:

Enchantment Weight = (30 * 1.5 * 1.0) + 5 = 45 + 5 = 50

Interpretation: An enchantment weight of 50 suggests that Mending, even at Level I, carries a significant weight due to its rarity and the added anvil cost. This implies it will likely require a high enchantment table level or a substantial experience cost to apply and maintain.

Example 2: Upgrading Protection on Iron Chestplate

Consider an Iron Chestplate that already has Protection III (Base Weight 20, Rarity 1.0, Compatibility 1.0). You want to upgrade it to Protection IV using another Protection III enchanted book. Protection IV is still considered Uncommon (Rarity Factor 1.0) but has a higher Base Weight, say 25. The Compatibility Modifier remains 1.0. The anvil repair cost for combining two items of similar material (Iron) might be around 7 levels.

  • Item: Iron Chestplate
  • Target Enchantment: Protection IV
  • Base Weight: 25
  • Rarity Factor: 1.0
  • Compatibility Modifier: 1.0
  • Anvil Repair Cost: 7 levels

Calculation:

Enchantment Weight = (25 * 1.0 * 1.0) + 7 = 25 + 7 = 32

Interpretation: A weight of 32 indicates that upgrading Protection to IV involves a moderate level of difficulty and cost. This aligns with the experience of combining enchanted items, where the accumulated repair costs become a major factor in reaching max-level gear.

How to Use This Minecraft Enchantment Weight Calculator

Our minecraft enchantment weight calculator is designed for simplicity and clarity. Follow these steps to get the most out of it:

  1. Identify Your Item and Enchantment: Determine which enchantment you are currently working with or planning to apply.
  2. Input Current Enchantment Level: Enter the level of the enchantment you're assessing (e.g., '3' for Sharpness III).
  3. Enter Maximum Possible Level: Input the highest level this specific enchantment can reach (e.g., '5' for Protection V).
  4. Determine Compatibility Score: Use '1' for standard compatibility, or adjust if you know specific mechanics that increase or decrease synergy (this is often experimental or based on advanced knowledge).
  5. Input Anvil Repair Cost: This is crucial. Estimate the experience levels required to combine the enchanted item with another enchanted item or book in an anvil. You can find general anvil costs based on item type and enchantment levels online.
  6. Select Enchantment Type: Choose from 'Common', 'Uncommon', 'Rare', or 'Mythic' to set the Rarity Factor.
  7. Click 'Calculate Weight': The calculator will process your inputs instantly.

Reading the Results:

  • Main Result (Enchantment Weight): This is the primary output, giving you an overall score for the enchantment's complexity and cost. Higher numbers indicate more difficulty and potentially higher experience requirements.
  • Intermediate Values: These show the breakdown: Base Weight, Compatibility Modifier, and Rarity Factor. They help you understand which component contributes most to the total weight.
  • Formula Explanation: Clarifies how the calculator arrived at the result.

Decision-Making Guidance:

Use the calculated minecraft enchantment weight to prioritize your enchanting efforts. Higher weights might mean you should save up more experience levels before attempting the enchantment, or consider alternative ways to acquire the item (like trading or finding it in loot chests). It also helps in planning the order of enchantments to minimize the total anvil repair cost, a key aspect of efficient gear progression in Minecraft. For instance, applying multiple high-weight enchantments sequentially can lead to prohibitively high experience costs.

Key Factors That Affect Minecraft Enchantment Weight Results

Several factors intricately influence the perceived and calculated minecraft enchantment weight. Understanding these elements is key to mastering the enchanting system:

  1. Enchantment Level: Higher levels (e.g., Sharpness V vs. Sharpness I) inherently increase the experience required and the overall "weight" of an enchantment due to its increased power and complexity.
  2. Enchantment Rarity: Mythic enchantments like Mending or Soul Speed are much harder to acquire than common ones like Unbreaking I, significantly increasing their effective weight and strategic value.
  3. Anvil Mechanics and Repair Cost: This is arguably the most impactful factor for high-level gear. The cumulative experience cost of combining multiple enchanted books or items in an anvil grows exponentially. This 'last week's work' mechanic in Minecraft is a direct representation of effort and cost, heavily influencing total weight.
  4. Item Type and Material: While not directly in our simplified weight formula, the base item type (sword, pickaxe, armor piece) and its material (wood, iron, diamond, netherite) can influence the available enchantments and their costs in the enchanting table interface. For example, certain enchantments are exclusive to specific item types.
  5. Enchantment Conflicts: Some enchantments cannot exist on the same item (e.g., Silk Touch and Fortune, or Bows with Infinity and Mending). Managing these conflicts is crucial and affects the order and feasibility of applying enchantments, indirectly contributing to the perceived weight of a fully enchanted item.
  6. Enchanting Table Experience Cost: The base cost of enchanting from the table is influenced by the number of bookshelves, the number of items previously enchanted, and the specific enchantment options presented. While not a direct input for our weight calculation, it's part of the overall process cost.
  7. Version-Specific Changes: Minecraft updates can alter enchantment availability, rarity, and anvil mechanics. Our calculator provides a generalized model, but specific versions might have subtle differences affecting enchantment weight.

Frequently Asked Questions (FAQ)

Q1: Is "Enchantment Weight" an official Minecraft term?

A: No, "Enchantment Weight" is not an official term used directly within Minecraft's game files or displayed to players. It's a concept players and the community use to describe the cumulative difficulty, rarity, and experience cost associated with obtaining and applying enchantments.

Q2: How does the enchantment level affect the weight?

A: Higher enchantment levels generally have a higher base weight and might also incur a higher anvil repair cost when combining, thus increasing the overall enchantment weight. Our calculator uses it as a factor in estimating costs.

Q3: What is the most important factor in the enchantment weight calculation?

A: The Anvil Repair Cost is often the most critical factor for players aiming for maximum-level gear. The game's mechanics cause this cost to grow exponentially, making it the primary bottleneck for combining multiple powerful enchantments.

Q4: Can I use this calculator for enchanting from the Enchanting Table directly?

A: Our calculator focuses more on the *combination* and *rarity* aspects, especially influenced by anvil costs. While it uses base weights and rarity, the direct enchantment table cost is more complex and depends on factors like bookshelves and prior enchantments. The "weight" here helps conceptualize overall effort.

Q5: What's the difference between Rarity Factor and Compatibility Modifier?

A: The Rarity Factor (e.g., Common, Rare) reflects how difficult an enchantment is to obtain through fishing, trading, or loot. The Compatibility Modifier accounts for how well enchantments work together; a value of 1.0 means standard interaction, while deviations could represent conflicts or synergies (though conflicts usually prevent stacking entirely).

Q6: How can I minimize my enchantment weight/cost?

A: To minimize costs: prioritize enchantments by applying rarer/higher-level ones first if possible, avoid unnecessary combinations, and be strategic about anvil merges to keep the "last week's work" penalty low. Use books for enchantments rather than direct item-to-item combines when possible, strategically.

Q7: What are "Mythic" enchantments in this calculator?

A: "Mythic" is our term for enchantments that are exceptionally rare, highly sought after, or have unique gameplay implications, often carrying significant strategic weight beyond their level, such as Mending or perhaps high-level Soul Speed. This category helps differentiate them from standard "Rare" enchantments.

Q8: Does this calculator predict the exact XP cost?

A: No, this calculator provides an *estimated enchantment weight* as a relative metric for complexity and cost. The actual experience level cost in Minecraft is influenced by many dynamic factors and the specific anvil mechanics which can be complex. This tool helps you *understand* the factors, not provide an exact numerical XP cost.

Q9: How does the Compatibility Modifier work in practice?

A: In our calculator, it's a simple multiplier. In Minecraft, compatibility is often binary: enchantments either conflict (like Silk Touch/Fortune) or they don't. If they don't conflict, they generally stack or can be combined without penalty, so the modifier is 1.0. This field is more for advanced modeling or future expansion where nuances might exist.

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var canvas = document.getElementById('enchantmentWeightChart'); var ctx = canvas.getContext('2d'); var chartInstance = null; function calculateEnchantmentWeight() { var enchantmentLevel = parseFloat(document.getElementById('enchantmentLevel').value); var maxEnchantmentLevel = parseFloat(document.getElementById('maxEnchantmentLevel').value); var enchantmentCompatibility = parseFloat(document.getElementById('enchantmentCompatibility').value); var anvilRepairCost = parseFloat(document.getElementById('anvilRepairCost').value); var enchantmentType = parseFloat(document.getElementById('enchantmentType').value); // This is the Rarity Factor var errors = false; if (isNaN(enchantmentLevel) || enchantmentLevel <= 0) { document.getElementById('enchantmentLevelError').innerText = "Please enter a valid positive enchantment level."; document.getElementById('enchantmentLevelError').style.display = 'block'; errors = true; } else { document.getElementById('enchantmentLevelError').style.display = 'none'; } if (isNaN(maxEnchantmentLevel) || maxEnchantmentLevel <= 0) { document.getElementById('maxEnchantmentLevelError').innerText = "Please enter a valid positive maximum enchantment level."; document.getElementById('maxEnchantmentLevelError').style.display = 'block'; errors = true; } else { document.getElementById('maxEnchantmentLevelError').style.display = 'none'; } if (isNaN(enchantmentCompatibility) || enchantmentCompatibility < 0) { document.getElementById('enchantmentCompatibilityError').innerText = "Compatibility modifier cannot be negative."; document.getElementById('enchantmentCompatibilityError').style.display = 'block'; errors = true; } else { document.getElementById('enchantmentCompatibilityError').style.display = 'none'; } if (isNaN(anvilRepairCost) || anvilRepairCost < 0) { document.getElementById('anvilRepairCostError').innerText = "Anvil repair cost cannot be negative."; document.getElementById('anvilRepairCostError').style.display = 'block'; errors = true; } else { document.getElementById('anvilRepairCostError').style.display = 'none'; } if (errors) { document.getElementById('resultsContainer').style.display = 'none'; return; } // Using a simplified base weight estimation. In a real scenario, this might be more complex. // Let's assign a base weight based on the level, roughly increasing. // This is a simplification for demonstration. Max level doesn't directly affect base weight in this formula. var baseWeightEstimate; if (enchantmentLevel <= 1) baseWeightEstimate = 10; else if (enchantmentLevel <= 2) baseWeightEstimate = 15; else if (enchantmentLevel <= 3) baseWeightEstimate = 20; else if (enchantmentLevel <= 4) baseWeightEstimate = 25; else baseWeightEstimate = 30; var rarityFactor = enchantmentType; // Already numeric from select value var compatibilityModifier = enchantmentCompatibility; var totalWeight = (baseWeightEstimate * rarityFactor * compatibilityModifier) + anvilRepairCost; document.getElementById('baseWeightResult').innerText = baseWeightEstimate.toFixed(1); document.getElementById('compatibilityModifierResult').innerText = compatibilityModifier.toFixed(1); document.getElementById('rarityFactorResult').innerText = rarityFactor.toFixed(1); document.getElementById('mainResult').innerText = totalWeight.toFixed(1); document.getElementById('resultsContainer').style.display = 'block'; updateChart(enchantmentLevel, maxEnchantmentLevel, enchantmentCompatibility, anvilRepairCost, enchantmentType); } function updateChart(currentLevel, maxLevel, compatibility, repairCost, rarity) { var labels = []; var weights = []; var repairCosts = []; // Add repair cost series // Base weight calculation logic from the calculator function function getBaseWeight(level) { if (level <= 1) return 10; else if (level <= 2) return 15; else if (level <= 3) return 20; else if (level <= 4) return 25; else return 30; } for (var level = 1; level <= maxLevel + 5; level++) { // Project a few levels beyond max labels.push("Lvl " + level); var baseWeight = getBaseWeight(level); var calculatedWeight = (baseWeight * rarity * compatibility) + repairCost; weights.push(calculatedWeight); repairCosts.push(repairCost); // Keep repair cost constant for this projection } if (chartInstance) { chartInstance.destroy(); } chartInstance = new Chart(ctx, { type: 'line', data: { labels: labels, datasets: [{ label: 'Total Enchantment Weight', data: weights, borderColor: 'var(–primary-color)', backgroundColor: 'rgba(0, 74, 153, 0.2)', tension: 0.1, fill: true }, { label: 'Anvil Repair Cost (Constant)', data: repairCosts, borderColor: '#ffc107', // Yellow for contrast backgroundColor: 'rgba(255, 193, 7, 0.2)', tension: 0, // Line chart, no tension fill: false, borderDash: [5, 5] // Dashed line for constant value }] }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: true, title: { display: true, text: 'Weight / Cost' } }, x: { title: { display: true, text: 'Enchantment Level' } } }, plugins: { legend: { position: 'top', }, title: { display: true, text: 'Projected Enchantment Weight vs. Level' } } } }); } function resetCalculator() { document.getElementById('enchantmentLevel').value = '1'; document.getElementById('maxEnchantmentLevel').value = '5'; document.getElementById('enchantmentCompatibility').value = '1'; document.getElementById('anvilRepairCost').value = '0'; document.getElementById('enchantmentType').value = '1'; // Uncommon document.getElementById('resultsContainer').style.display = 'none'; document.getElementById('copyFeedback').style.display = 'none'; document.getElementById('copyFeedback').innerText = ''; // Clear error messages var errorElements = document.querySelectorAll('.error-message'); for (var i = 0; i < errorElements.length; i++) { errorElements[i].innerText = ''; errorElements[i].style.display = 'none'; } // Reset chart data to sensible defaults or clear it updateChart(1, 5, 1, 0, 1); // Call with defaults } function copyResults() { var mainResult = document.getElementById('mainResult').innerText; var baseWeight = document.getElementById('baseWeightResult').innerText; var compatibility = document.getElementById('compatibilityModifierResult').innerText; var rarity = document.getElementById('rarityFactorResult').innerText; var formula = document.querySelector('.formula-explanation').innerText; var itemLevel = document.getElementById('enchantmentLevel').value; var maxItemLevel = document.getElementById('maxEnchantmentLevel').value; var compatInput = document.getElementById('enchantmentCompatibility').value; var repairCostInput = document.getElementById('anvilRepairCost').value; var typeSelected = document.getElementById('enchantmentType').options[document.getElementById('enchantmentType').selectedIndex].text; var textToCopy = "Minecraft Enchantment Weight Calculation:\n\n"; textToCopy += "— Inputs —\n"; textToCopy += "Enchantment Level: " + itemLevel + "\n"; textToCopy += "Maximum Possible Level: " + maxItemLevel + "\n"; textToCopy += "Compatibility Modifier: " + compatInput + "\n"; textToCopy += "Anvil Repair Cost: " + repairCostInput + " levels\n"; textToCopy += "Enchantment Type (Rarity Factor): " + typeSelected + " (" + rarity + ")\n\n"; textToCopy += "— Results —\n"; textToCopy += "Enchantment Weight: " + mainResult + "\n"; textToCopy += "Base Weight: " + baseWeight + "\n"; textToCopy += "Compatibility Modifier: " + compatibility + "\n"; textToCopy += "Rarity Factor: " + rarity + "\n\n"; textToCopy += "— Formula —\n"; textToCopy += formula + "\n"; navigator.clipboard.writeText(textToCopy).then(function() { var feedback = document.getElementById('copyFeedback'); feedback.innerText = 'Results copied successfully!'; feedback.style.display = 'block'; setTimeout(function() { feedback.style.display = 'none'; }, 3000); }).catch(function(err) { console.error('Failed to copy: ', err); var feedback = document.getElementById('copyFeedback'); feedback.innerText = 'Failed to copy results. Please copy manually.'; feedback.style.display = 'block'; feedback.style.color = 'red'; setTimeout(function() { feedback.style.display = 'none'; feedback.style.color = 'var(–success-color)'; // Reset color }, 3000); }); } // Initial calculation and chart render on page load document.addEventListener('DOMContentLoaded', function() { // Set initial default values for the chart update if they are not already set var initialEnchantmentLevel = parseFloat(document.getElementById('enchantmentLevel').value) || 1; var initialMaxEnchantmentLevel = parseFloat(document.getElementById('maxEnchantmentLevel').value) || 5; var initialCompatibility = parseFloat(document.getElementById('enchantmentCompatibility').value) || 1; var initialRepairCost = parseFloat(document.getElementById('anvilRepairCost').value) || 0; var initialRarity = parseFloat(document.getElementById('enchantmentType').value) || 1; // Uncommon updateChart(initialEnchantmentLevel, initialMaxEnchantmentLevel, initialCompatibility, initialRepairCost, initialRarity); // Add event listeners for real-time updates on input change var inputs = document.querySelectorAll('#enchantmentCalculator input, #enchantmentCalculator select'); for (var i = 0; i < inputs.length; i++) { inputs[i].addEventListener('input', calculateEnchantmentWeight); inputs[i].addEventListener('change', calculateEnchantmentWeight); } });

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