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- # Display (String) (No spaces or enchantment will break)
- # Determines how will enchantment look in item lore
- # Applies-to (String)
- # Display used in Custom Enchantment books for %description% variable
- # Group (Setting)
- # INFO: Create enchantment groups in config.yml under enchanter configuration.
- # Enchantment groups are used for enchanter, to sell specific type books. You can group them
- # and add a group-wide color, then obtain it with variable %group-color% (shown in example enchantments below).
- # Type (Setting)
- # Decides type of the enchantment. Types:
- # - EFFECT_STATIC : Gives permanent potion effect (as long as armor piece is worn)
- # - ATTACK : Effects run only on attack
- # - DEFENSE : Effects run only when being attacked
- # - MINING : Gives effects when block is mined
- # - HELD : Effects given when item is held
- # - ATTACK_MOB : Gives effects when player attacks mob
- # - KILL_MOB : Effects given when attacked mob is killed
- # - BOW : Effects given when player is shot by another player
- # - KILL_PLAYER : Effects given when attacker kills a player
- # - DEATH : Runs when player dies due to another player.
- # Applies (Material)
- # Determines which items will have the effects
- # Latest Materials list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
- # NOTICE: You can use "LEATHER_ARMOR, IRON_ARMOR, CHAIN_ARMOR, GOLD_ARMOR or DIAMOND_ARMOR" to
- # to instantly add availablity for all specific armor type pieces.
- # Use "ALL_ARMOR" to add all armor pieces.
- # Use "ALL_HELMET" to add all helmets
- # Use "ALL_CHESPLATE" to add all chestplates
- # Use "ALL_BOOTS" to add all boots
- # Use "ALL_SWORD" to add all swords
- # Use "ALL_PICKAXE" to add all pickaxes
- # Use "ALL_AXE" to add all axes
- # And so on, but make sure to use non plural names of items!
- # Levels (Numbers)
- # Effects for each level, use as display in examples.
- # Effects (Custom Effects, Potion Effects)
- # List of effects enchantment will have
- # Possible effects:
- # *** POTION EFFECTS, for EFFECT_STATIC, HELD ***
- # - POSION (Poison)
- # - FAST_DIGGING:(level) (Haste)
- # - SPEED:(level) (Speed)
- # - NIGHT_VISION:(level) (Night Vision)
- # - JUMP:(level) (Jump boost)
- # - REGENERATION:(level) (Regen)
- # - FIRE_RESISTANCE:(level) (Fire Resistance)
- # - DAMAGE_RESISTANCE:(level) (Damage Resistance)
- # - WATER_BREATHING:(level) (Water Breathing, Aqua)
- # - SATURATION:(level) (Saturation)
- # - HEALTH_BOOST:(level) (Health Boost)
- # - INCREASE_DAMAGE:(level) (Strength)
- # - BLINDNESS:(level) (Blindness)
- # - CONFUSION:(level) (Nausea)
- # - HARM:(level) (Harm)
- # - HUNGER:(level) (Hunger)
- # - POSION:(level) (Poison)
- # - SLOW:(level) (Slowness)
- # - SLOW_DIGGING:(level) (Mining Fatigue)
- # - WEAKNESS:(level) (Weakness)
- # - WITHER:(level) (Wither)
- # # You may use <POTION EFFECT>:(level):(lenght in seconds) for ATTACK, DEFENSE, ATTACK_MOB, DEATH, and KILL_MOB
- # *** Custom Effects ***
- # - FLY (Let player fly, used in HELD and EFFECT_STATIC)
- # - STEAL_HEALTH:(number) (Steal health from other player, used in ATTACK, BOW and DEFENSE types)
- # - MORE_DROPS:(number) (Multiply drops by number of times, used in KILL_MOB and MINING type)
- # - MORE_EXP:(number) (Give more exp, number of how many more exp orbs (4 exp each), used in KILL_MOB, BOW, DEATH, KILL_PLAYER, MINING, ATTACK_MOB, ATTACK)
- # - FLAME:(number) (Set user on fire, for number of seconds, used in ATTACK, BOW, ATTACK_MOB and DEFENSE types)
- # - TNT (Spawn ignited tnt, used in ATTACK, BOW, DEFENSE, ATTACK_MOB, DEATH, MINING and KILL_MOB)
- # - REPAIR (Item in hand will be fixed, used in ATTACK, DEFENSE, ATTACK_MOB, DEATH, MINING, KILL_MOB, BOW)
- # - ADD_HEALTH:(number) (Heals player for number of health, reminder: 1 = 0.5 heart. For ATTACK, BOW, DEFENSE, KILL_PLAYER, DEATH, ATTACK_MOB, MINING and KILL_MOB)
- # - CURE:(potion effect) (Removes potion effect from player. For ATTACK, KILL_PLAYER, BOW, DEFENSE, ATTACK_MOB, DEATH, MINING and KILL_MOB)
- # - SPAWN_GUARD (Spawn an iron golem which will attack player's opponent, used in ATTACK, KILL_PLAYER, DEATH, BOW and DEFENSE)
- # - PLAYER_COMMAND:(command) (Make the player execute the command, has %name% variable for player name, does not need slash before the command. For all types except HELD)
- # * example: 'PLAYER_COMMAND:say Hi, my name is %name%'
- # - CONSOLE_COMMAND:(command) (Execute command from console, has %name% variable for player name, does not need slash before the command. For all types except HELD)
- # - MESSAGE:(text) (Send player a message, has %name% variable for player name. For all types except HELD)
- # - ADD_HARM:(number) (Removes number of hearts from player, for ATTACK, BOW, DEFENSE, KILL_PLAYER, DEATH, ATTACK_MOB, MINING and KILL_MOB)
- # - LIGHTNING (Strikes a lightning upon the player, for ATTACK, BOW, DEFENSE, KILL_PLAYER, DEATH, ATTACK_MOB and KILL_MOB)
- # - TRENCH:(number) (Mines in radius (eg. 3x3x3). Supports ODD numbers only (3, 5, 7, etc.), for MINING)
- # * IMPORTANT: This uses WorldGuard/Faction plugins injection for block mining.
- # - KEEP_ON_DEATH (Keeps item on death (soulbind), works for armor only. For DEATH).
- # - IGNORE_ARMOR (Ignores armor damage reduction, for ATTACK and BOW).
- # - DOUBLE_DAMAGE (Deals double damage to victim, for ATTACK) and BOW.
- # - ADD_FOOD:(number) (Lowers hunger, adds food. 1 hunger bar = 2) (For all effects except HELD and EFFECT_STATIC)
- # - KILL_MOB (Kill mob in 1 hit) (For ATTACK_MOB)
- # # You also may use %victim% or %attacker% flag to give effects to different players (in ATTACK, BOW, DEATH, KILL_PLAYER and DEFENSE types).
- # # Example usage: - 'POISON:1:5 %attacker%', this will give Level 1 POISON potion effect to the player who attacked.
- # # If none is provided, effects will be given to the player who had custom enchanted item.
- # # You can add %combo% instead of numbers, to use number of combo's player has (eg. to limit combo number: '%combo% > 0 && %combo% < 5 : %continue%')
- # Chance (Number)
- # Chance of effect occuring
- # Cooldown (number)
- # Number of effect cooldown, in seconds.
- # Conditions
- # Conditions let you choose under what circumstances enchantment should be activated/stopped or chance increased/descreased
- #
- # « Examples »
- # ► '%victim health% > 5 : %stop%' (Will not activate effects if player's health is higher than 2.5 hearts (1 heart = 2)
- # ► '%player world% = my_world : %allow%' (If player is in world called "my_world", the enchantment will activate)
- # ► '%player y% < 30 && %player health% > 10 = : %chance%+10' (If player's Y level is less than 30 and health is more than 5 hearts, it 7
- # will increase chance of effects activating by 10)
- # ► '%victim health% > %attacker health% : %force%' (If victim has more health than attacker, effects will be forced to run
- # ignoring probability chance of it activating).
- #
- # « Variables for conditional part »
- # %player health%, %player food%, %player_world%, %player_name%, %player x, %player y%, %player z%, %near players% (number)
- # You can also replace "player" with attacker/victim for ATTACK, BOW, DEATH, DEFENSE and KILL_PLAYER enchantment types.
- # %block x%, %block y% and %block z% can be used for MINING enchantment type. %combo%, %attacker combo% and %victim combo% can
- # be used to define how many combo's player has.
- #
- # « Variables for end solution »
- # %force% (forces effect to activate ignoring chance), %continue% (let's the effect reading continue, takes chance in consideration),
- # %stop% (ignores all of the effects), %chance%+x (increases chance by x%), %chance-x% (decreases chance by x%)
- # « Example configuration »
- #lastchance: <-- Enchantment name
- # display: '%group-color%Last Chance' <-- Display in item lore
- # description: 'Has a chance to heal when on low hearts' <-- Enchantment Description
- # applies-to: 'Chestplate' <-- What applies to (display purposes)
- # type: 'DEFENSE' <-- Enchantment type (controls when enchantment activates)
- # group: 'DEFAULT' <-- Enchantment group (For enchanter and right-click random books)
- # applies: <-- List of items that it applies
- # - ALL_CHESTPLATE <-- Item(s) list
- # levels: < -- All Levels are under here
- # 1: <-- Level indicator
- # chance: 30 <-- Chance for enchantment to activate
- # condition: '%victim health% > 5 : %stop%' <-- Condition (read more about it at Conditions)
- # effects: <-- All enchantment effects
- # - 'ADD_HEALTH:2 %victim%' <-- Effect(s) list
- guardian:
- display: '%group-color%Guardian'
- description: 'Spawns a guard, which attacks your enemy'
- applies-to: 'Swords'
- type: 'ATTACK'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 10
- cooldown: 10
- effects:
- - 'SPAWN_GUARD'
- deathbringer:
- display: '%group-color%DeathBringer'
- description: 'Has a chance to give Strength upon getting attacked'
- applies-to: 'Chestplate'
- type: 'DEFENSE'
- group: 'DEFAULT'
- applies:
- - LEATHER_CHESTPLATE
- - IRON_CHESTPLATE
- - GOLD_CHESTPLATE
- - DIAMOND_CHESTPLATE
- levels:
- 1:
- chance: 15
- effects:
- - 'STRENGTH:0:5'
- 2:
- chance: 10
- effects:
- - 'STRENGTH:1:5'
- 3:
- chance: 8
- effects:
- - 'STRENGTH:2:3'
- enlightened:
- display: '%group-color%Enlightened'
- description: 'Has a chance to give health upon getting attacked'
- applies-to: 'Chestplate'
- type: 'DEFENSE'
- group: 'UNIQUE'
- applies:
- - LEATHER_CHESTPLATE
- - IRON_CHESTPLATE
- - GOLD_CHESTPLATE
- - DIAMOND_CHESTPLATE
- levels:
- 1:
- chance: 35
- effects:
- - 'HEAL:1'
- 2:
- chance: 20
- effects:
- - 'HEAL:3'
- glow:
- display: '%group-color%Glow'
- description: 'Unlimited nightvision'
- applies-to: 'Helmet'
- type: 'EFFECT_STATIC'
- group: 'UNIQUE'
- applies:
- - LEATHER_HELMET
- - IRON_HELMET
- - GOLD_HELMET
- - DIAMOND_HELMET
- levels:
- 1:
- effects:
- - 'NIGHT_VISION:0'
- frozen:
- display: '%group-color%Frozen'
- description: 'Has a chance to temporarily freeze opponent'
- applies-to: 'Armor'
- type: 'DEFENSE'
- group: 'DEFAULT'
- applies:
- - ALL_ARMOR
- levels:
- 1:
- chance: 5
- cooldown: 20
- effects:
- - 'SLOW:1:5 %attacker%'
- gears:
- display: '%group-color%Gears'
- description: 'Eternal speed boost'
- applies-to: 'Boots'
- type: 'EFFECT_STATIC'
- group: 'DEFAULT'
- applies:
- - LEATHER_BOOTS
- - IRON_BOOTS
- - GOLD_BOOTS
- - DIAMOND_BOOTS
- levels:
- 1:
- effects:
- - 'SPEED:0'
- 2:
- effects:
- - 'SPEED:1'
- springs:
- display: '%group-color%Springs'
- description: 'Eternal jump boost'
- applies-to: 'Boots'
- type: 'EFFECT_STATIC'
- group: 'DEFAULT'
- applies:
- - LEATHER_BOOTS
- - IRON_BOOTS
- - GOLD_BOOTS
- - DIAMOND_BOOTS
- levels:
- 1:
- effects:
- - 'JUMP:0'
- 2:
- effects:
- - 'JUMP:1'
- vampire:
- display: '%group-color%Vampire'
- description: 'Steal health'
- applies-to: 'Swords'
- type: 'ATTACK'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 15
- effects:
- - 'STEAL_HEALTH:1'
- 2:
- chance: 10
- effects:
- - 'STEAL_HEALTH:3'
- poison:
- display: '%group-color%Poison'
- description: 'Chance to poison other player'
- applies-to: 'Swords'
- type: 'ATTACK'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 20
- cooldown: 10
- effects:
- - 'POISON:0:5 %victim%'
- 2:
- chance: 10
- cooldown: 20
- effects:
- - 'POISON:1:5 %victim%'
- 3:
- chance: 7
- cooldown: 30
- effects:
- - 'POISON:2:10 %victim%'
- ice:
- display: '%group-color%Ice'
- description: 'Chance to give other player slowness'
- applies-to: 'Swords'
- type: 'ATTACK'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 20
- cooldown: 10
- effects:
- - 'SLOWNESS:2:3 %victim%'
- blind:
- display: '%group-color%Blind'
- description: 'Chance to blind your opponent'
- applies-to: 'Swords'
- type: 'ATTACK'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 20
- cooldown: 10
- effects:
- - 'BLINDNESS:0:5 %victim%'
- inquisitive:
- display: '%group-color%Inquisitive'
- description: 'More exp. from mobs'
- applies-to: 'Swords'
- type: 'ATTACK_MOB'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 40
- effects:
- - 'MORE_EXP:1'
- 2:
- chance: 30
- effects:
- - 'MORE_EXP:2'
- 3:
- chance: 20
- effects:
- - 'MORE_EXP:3'
- 4:
- chance: 15
- effects:
- - 'MORE_EXP:4'
- 5:
- chance: 10
- effects:
- - 'MORE_EXP:5'
- boom:
- display: '%group-color%Boom'
- description: 'Spawn TNT when attacking other players'
- applies-to: 'Swords'
- type: 'ATTACK_MOB'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- chance: 20
- cooldown: 10
- effects:
- - 'TNT:1'
- explosive:
- display: '%group-color%Explosive'
- description: 'Explosive mining'
- applies-to: 'Pickaxes'
- type: 'MINING'
- group: 'DEFAULT'
- applies:
- - WOOD_PICKAXE
- - STONE_PICKAXE
- - IRON_PICKAXE
- - DIAMOND_PICKAXE
- - GOLD_PICKAXE
- levels:
- 1:
- chance: 20
- cooldown: 5
- effects:
- - 'TNT:1'
- haste:
- display: '%group-color%Haste'
- description: 'Haste 2 effect whilst holding the item'
- applies-to: 'Pickaxes'
- type: 'HELD'
- group: 'DEFAULT'
- applies:
- - WOOD_PICKAXE
- - STONE_PICKAXE
- - IRON_PICKAXE
- - DIAMOND_PICKAXE
- - GOLD_PICKAXE
- levels:
- 1:
- effects:
- - 'FAST_DIGGING:1'
- fast:
- display: '%group-color%Fast'
- description: 'Speed effect while holding the item'
- applies-to: 'Swords'
- type: 'HELD'
- group: 'DEFAULT'
- applies:
- - WOOD_SWORD
- - STONE_SWORD
- - IRON_SWORD
- - GOLD_SWORD
- - DIAMOND_SWORD
- levels:
- 1:
- effects:
- - 'SPEED:0'
- 2:
- effects:
- - 'SPEED:1'
- lastchance:
- display: '%group-color%Last Chance'
- description: 'Has a chance to heal when on low hearts'
- applies-to: 'Chestplate'
- type: 'DEFENSE'
- group: 'DEFAULT'
- applies:
- - ALL_CHESTPLATE
- levels:
- 1:
- chance: 30
- condition: '%victim health% > 5 : %stop%'
- effects:
- - 'ADD_HEALTH:2 %victim%'
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