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I have a question or two question now, could you give a general idea of how you managed to implement the multiple types of enchants (modifiers) without over-riding the previous enchantments? And how did you track if the item should auto-smelt (something that isn't a vanilla enchantment) if there isn't a special name or lore on the item? I understand if you can't say, but I really am wondering how it's possible.
2) The enchantment system is just a big array of command blocks checking if an armorstand has a specific set of tags bound to it. If it has, it will do an entitydata command with those enchantments. It's a big array with all combinations possible.
3) I checked if the players was holding a tool that had the fiery tag, but not the fire aspect enchantment. Because fire aspect is added using a /enchant command, it will only add to tools it actually fits on, so only on swords. Then I give the player holding that tool a tag. Every player with that tag will turn certain items with an age of 0 into their smelted variants.
3) I didn't know you could tag an item? I know you can give lore, enchanments, and custom names, but how do you "tag" an item if it's in an inventory and not an item? since picking up an item entity would surely remove the tags from it since it wouldn't be an entity anymore?
3) You can add fake tags using entitydata, or give. EG entitydata @e[type=Item] {Item:{tag{MyCustomTag:1b,MyOtherTag:0b,AnotherTag:123b}}}
Than detect it using a scoreboard (tag) command using the same datatags.