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  1. #  Display (String) (No spaces or enchantment will break)
  2. #    Determines how will enchantment look in item lore
  3.  
  4. #  Applies-to (String)
  5. #    Display used in Custom Enchantment books for %description% variable
  6.  
  7. #  Group (Setting)
  8. #    INFO: Create enchantment groups in config.yml under enchanter configuration.
  9. #   Enchantment groups are used for enchanter, to sell specific type books. You can group them
  10. #   and add a group-wide color, then obtain it with variable %group-color% (shown in example enchantments below).
  11.  
  12. #  Type (Setting)
  13. #    Decides type of the enchantment. Types:
  14. #    - EFFECT_STATIC : Gives permanent potion effect (as long as armor piece is worn)
  15. #    - ATTACK : Effects run only on attack
  16. #    - DEFENSE : Effects run only when being attacked
  17. #    - MINING : Gives effects when block is mined
  18. #    - HELD : Effects given when item is held
  19. #    - ATTACK_MOB : Gives effects when player attacks mob
  20. #    - KILL_MOB : Effects given when attacked mob is killed
  21. #    - BOW : Effects given when player is shot by another player
  22. #    - KILL_PLAYER : Effects given when attacker kills a player
  23. #    - DEATH : Runs when player dies due to another player.
  24.  
  25. #  Applies (Material)
  26. #    Determines which items will have the effects
  27. #    Latest Materials list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
  28. #    NOTICE: You can use "LEATHER_ARMOR, IRON_ARMOR, CHAIN_ARMOR, GOLD_ARMOR or DIAMOND_ARMOR" to
  29. #    to instantly add availablity for all specific armor type pieces.
  30. #    Use "ALL_ARMOR" to add all armor pieces.
  31. #    Use "ALL_HELMET" to add all helmets
  32. #    Use "ALL_CHESPLATE" to add all chestplates
  33. #    Use "ALL_BOOTS" to add all boots
  34. #    Use "ALL_SWORD" to add all swords
  35. #    Use "ALL_PICKAXE" to add all pickaxes
  36. #    Use "ALL_AXE" to add all axes
  37. #    And so on, but make sure to use non plural names of items!
  38.  
  39. #  Levels (Numbers)
  40. #    Effects for each level, use as display in examples.
  41.  
  42. #  Effects (Custom Effects, Potion Effects)
  43. #    List of effects enchantment will have
  44. #    Possible effects:
  45. #        *** POTION EFFECTS, for EFFECT_STATIC, HELD ***
  46. #      - POSION (Poison)
  47. #      - FAST_DIGGING:(level) (Haste)
  48. #      - SPEED:(level) (Speed)
  49. #      - NIGHT_VISION:(level) (Night Vision)
  50. #      - JUMP:(level) (Jump boost)
  51. #      - REGENERATION:(level) (Regen)
  52. #      - FIRE_RESISTANCE:(level) (Fire Resistance)
  53. #      - DAMAGE_RESISTANCE:(level) (Damage Resistance)
  54. #      - WATER_BREATHING:(level) (Water Breathing, Aqua)
  55. #      - SATURATION:(level) (Saturation)
  56. #      - HEALTH_BOOST:(level) (Health Boost)
  57. #      - INCREASE_DAMAGE:(level) (Strength)
  58. #      - BLINDNESS:(level) (Blindness)
  59. #      - CONFUSION:(level) (Nausea)
  60. #      - HARM:(level) (Harm)
  61. #      - HUNGER:(level) (Hunger)
  62. #      - POSION:(level) (Poison)
  63. #      - SLOW:(level) (Slowness)
  64. #      - SLOW_DIGGING:(level) (Mining Fatigue)
  65. #      - WEAKNESS:(level) (Weakness)
  66. #      - WITHER:(level) (Wither)
  67. #         # You may use <POTION EFFECT>:(level):(lenght in seconds) for ATTACK, DEFENSE, ATTACK_MOB, DEATH, and KILL_MOB
  68. #        *** Custom Effects ***
  69. #      - FLY (Let player fly, used in HELD and EFFECT_STATIC)
  70. #      - STEAL_HEALTH:(number) (Steal health from other player, used in ATTACK, BOW and DEFENSE types)
  71. #      - MORE_DROPS:(number) (Multiply drops by number of times, used in KILL_MOB and MINING type)
  72. #      - 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)
  73. #      - FLAME:(number) (Set user on fire, for number of seconds, used in ATTACK, BOW, ATTACK_MOB and DEFENSE types)
  74. #      - TNT (Spawn ignited tnt, used in ATTACK, BOW, DEFENSE, ATTACK_MOB, DEATH, MINING and KILL_MOB)
  75. #      - REPAIR (Item in hand will be fixed, used in ATTACK, DEFENSE, ATTACK_MOB, DEATH, MINING, KILL_MOB, BOW)
  76. #      - 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)
  77. #      - CURE:(potion effect) (Removes potion effect from player. For ATTACK, KILL_PLAYER, BOW, DEFENSE, ATTACK_MOB, DEATH, MINING and KILL_MOB)
  78. #      - SPAWN_GUARD (Spawn an iron golem which will attack player's opponent, used in ATTACK, KILL_PLAYER, DEATH, BOW and DEFENSE)
  79. #      - 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)
  80. #        * example: 'PLAYER_COMMAND:say Hi, my name is %name%'
  81. #      - 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)
  82. #      - MESSAGE:(text) (Send player a message, has %name% variable for player name. For all types except HELD)
  83. #      - ADD_HARM:(number) (Removes number of hearts from player, for ATTACK, BOW, DEFENSE, KILL_PLAYER, DEATH, ATTACK_MOB, MINING and KILL_MOB)
  84. #      - LIGHTNING (Strikes a lightning upon the player, for ATTACK, BOW, DEFENSE, KILL_PLAYER, DEATH, ATTACK_MOB and KILL_MOB)
  85. #      - TRENCH:(number) (Mines in radius (eg. 3x3x3). Supports ODD numbers only (3, 5, 7, etc.), for MINING)
  86. #        * IMPORTANT: This uses WorldGuard/Faction plugins injection for block mining.
  87. #      - KEEP_ON_DEATH (Keeps item on death (soulbind), works for armor only. For DEATH).
  88. #      - IGNORE_ARMOR (Ignores armor damage reduction, for ATTACK and BOW).
  89. #      - DOUBLE_DAMAGE (Deals double damage to victim, for ATTACK) and BOW.
  90. #      - ADD_FOOD:(number) (Lowers hunger, adds food. 1 hunger bar = 2) (For all effects except HELD and EFFECT_STATIC)
  91. #      - KILL_MOB (Kill mob in 1 hit) (For ATTACK_MOB)
  92.  
  93. #        # You also may use %victim% or %attacker% flag to give effects to different players (in ATTACK, BOW, DEATH, KILL_PLAYER and DEFENSE types).
  94. #        # Example usage: - 'POISON:1:5 %attacker%', this will give Level 1 POISON potion effect to the player who attacked.
  95. #        # If none is provided, effects will be given to the player who had custom enchanted item.
  96. #        # 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%')
  97.  
  98. #  Chance (Number)
  99. #    Chance of effect occuring
  100.  
  101. #  Cooldown (number)
  102. #    Number of effect cooldown, in seconds.
  103.  
  104. # Conditions
  105. #   Conditions let you choose under what circumstances enchantment should be activated/stopped or chance increased/descreased
  106. #
  107. #   « Examples »
  108. #      ► '%victim health% > 5 : %stop%' (Will not activate effects if player's health is higher than 2.5 hearts (1 heart = 2)
  109. #      ► '%player world% = my_world : %allow%' (If player is in world called "my_world", the enchantment will activate)
  110. #      ► '%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
  111. #      will increase chance of effects activating by 10)
  112. #      ► '%victim health% > %attacker health% : %force%' (If victim has more health than attacker, effects will be forced to run
  113. #      ignoring probability chance of it activating).
  114. #
  115. #   « Variables for conditional part »
  116. #    %player health%, %player food%, %player_world%, %player_name%, %player x, %player y%, %player z%, %near players% (number)
  117. #    You can also replace "player" with attacker/victim for ATTACK, BOW, DEATH, DEFENSE and KILL_PLAYER enchantment types.
  118. #    %block x%, %block y% and %block z% can be used for MINING enchantment type. %combo%, %attacker combo% and %victim combo% can
  119. #    be used to define how many combo's player has.
  120. #
  121. #   « Variables for end solution »
  122. #   %force% (forces effect to activate ignoring chance), %continue% (let's the effect reading continue, takes chance in consideration),
  123. #   %stop% (ignores all of the effects), %chance%+x (increases chance by x%), %chance-x% (decreases chance by x%)
  124.  
  125. # « Example configuration »
  126. #lastchance:    <-- Enchantment name
  127. #  display: '%group-color%Last Chance'    <-- Display in item lore
  128. #  description: 'Has a chance to heal when on low hearts'    <-- Enchantment Description
  129. #  applies-to: 'Chestplate'    <-- What applies to (display purposes)
  130. #  type: 'DEFENSE'    <-- Enchantment type (controls when enchantment activates)
  131. #  group: 'DEFAULT'    <-- Enchantment group (For enchanter and right-click random books)
  132. #  applies:    <-- List of items that it applies
  133. #    - ALL_CHESTPLATE    <-- Item(s) list
  134. #  levels:    < -- All Levels are under here
  135. #    1:     <-- Level indicator
  136. #      chance: 30    <-- Chance for enchantment to activate
  137. #      condition: '%victim health% > 5 : %stop%'    <-- Condition (read more about it at Conditions)
  138. #      effects:    <-- All enchantment effects
  139. #        - 'ADD_HEALTH:2 %victim%'    <-- Effect(s) list
  140.  
  141. guardian:
  142.   display: '%group-color%Guardian'
  143.   description: 'Spawns a guard, which attacks your enemy'
  144.   applies-to: 'Swords'
  145.   type: 'ATTACK'
  146.   group: 'DEFAULT'
  147.   applies:
  148.    - WOOD_SWORD
  149.     - STONE_SWORD
  150.     - IRON_SWORD
  151.     - DIAMOND_SWORD
  152.   levels:
  153.     1:
  154.       chance: 10
  155.       cooldown: 10
  156.       effects:
  157.        - 'SPAWN_GUARD'
  158. deathbringer:
  159.   display: '%group-color%DeathBringer'
  160.   description: 'Has a chance to give Strength upon getting attacked'
  161.   applies-to: 'Chestplate'
  162.   type: 'DEFENSE'
  163.   group: 'DEFAULT'
  164.   applies:
  165.    - LEATHER_CHESTPLATE
  166.     - IRON_CHESTPLATE
  167.     - GOLD_CHESTPLATE
  168.     - DIAMOND_CHESTPLATE
  169.   levels:
  170.     1:
  171.       chance: 15
  172.       effects:
  173.        - 'STRENGTH:0:5'
  174.     2:
  175.       chance: 10
  176.       effects:
  177.        - 'STRENGTH:1:5'
  178.     3:
  179.       chance: 8
  180.       effects:
  181.        - 'STRENGTH:2:3'
  182. enlightened:
  183.   display: '%group-color%Enlightened'
  184.   description: 'Has a chance to give health upon getting attacked'
  185.   applies-to: 'Chestplate'
  186.   type: 'DEFENSE'
  187.   group: 'UNIQUE'
  188.   applies:
  189.    - LEATHER_CHESTPLATE
  190.     - IRON_CHESTPLATE
  191.     - GOLD_CHESTPLATE
  192.     - DIAMOND_CHESTPLATE
  193.   levels:
  194.     1:
  195.       chance: 35
  196.       effects:
  197.        - 'HEAL:1'
  198.     2:
  199.       chance: 20
  200.       effects:
  201.        - 'HEAL:3'
  202. glow:
  203.   display: '%group-color%Glow'
  204.   description: 'Unlimited nightvision'
  205.   applies-to: 'Helmet'
  206.   type: 'EFFECT_STATIC'
  207.   group: 'UNIQUE'
  208.   applies:
  209.    - LEATHER_HELMET
  210.     - IRON_HELMET
  211.     - GOLD_HELMET
  212.     - DIAMOND_HELMET
  213.   levels:
  214.     1:
  215.       effects:
  216.        - 'NIGHT_VISION:0'
  217. frozen:
  218.   display: '%group-color%Frozen'
  219.   description: 'Has a chance to temporarily freeze opponent'
  220.   applies-to: 'Armor'
  221.   type: 'DEFENSE'
  222.   group: 'DEFAULT'
  223.   applies:
  224.    - ALL_ARMOR
  225.   levels:
  226.     1:
  227.       chance: 5
  228.       cooldown: 20
  229.       effects:
  230.        - 'SLOW:1:5 %attacker%'
  231. gears:
  232.   display: '%group-color%Gears'
  233.   description: 'Eternal speed boost'
  234.   applies-to: 'Boots'
  235.   type: 'EFFECT_STATIC'
  236.   group: 'DEFAULT'
  237.   applies:
  238.    - LEATHER_BOOTS
  239.     - IRON_BOOTS
  240.     - GOLD_BOOTS
  241.     - DIAMOND_BOOTS
  242.   levels:
  243.     1:
  244.       effects:
  245.        - 'SPEED:0'
  246.     2:
  247.       effects:
  248.        - 'SPEED:1'
  249. springs:
  250.   display: '%group-color%Springs'
  251.   description: 'Eternal jump boost'
  252.   applies-to: 'Boots'
  253.   type: 'EFFECT_STATIC'
  254.   group: 'DEFAULT'
  255.   applies:
  256.    - LEATHER_BOOTS
  257.     - IRON_BOOTS
  258.     - GOLD_BOOTS
  259.     - DIAMOND_BOOTS
  260.   levels:
  261.     1:
  262.       effects:
  263.        - 'JUMP:0'
  264.     2:
  265.       effects:
  266.        - 'JUMP:1'
  267. vampire:
  268.   display: '%group-color%Vampire'
  269.   description: 'Steal health'
  270.   applies-to: 'Swords'
  271.   type: 'ATTACK'
  272.   group: 'DEFAULT'
  273.   applies:
  274.    - WOOD_SWORD
  275.     - STONE_SWORD
  276.     - IRON_SWORD
  277.     - DIAMOND_SWORD
  278.   levels:
  279.     1:
  280.       chance: 15
  281.       effects:
  282.        - 'STEAL_HEALTH:1'
  283.     2:
  284.       chance: 10
  285.       effects:
  286.        - 'STEAL_HEALTH:3'
  287. poison:
  288.   display: '%group-color%Poison'
  289.   description: 'Chance to poison other player'
  290.   applies-to: 'Swords'
  291.   type: 'ATTACK'
  292.   group: 'DEFAULT'
  293.   applies:
  294.    - WOOD_SWORD
  295.     - STONE_SWORD
  296.     - IRON_SWORD
  297.     - DIAMOND_SWORD
  298.   levels:
  299.     1:
  300.       chance: 20
  301.       cooldown: 10
  302.       effects:
  303.        - 'POISON:0:5 %victim%'
  304.     2:
  305.       chance: 10
  306.       cooldown: 20
  307.       effects:
  308.        - 'POISON:1:5 %victim%'
  309.     3:
  310.       chance: 7
  311.       cooldown: 30
  312.       effects:
  313.        - 'POISON:2:10 %victim%'
  314. ice:
  315.   display: '%group-color%Ice'
  316.   description: 'Chance to give other player slowness'
  317.   applies-to: 'Swords'
  318.   type: 'ATTACK'
  319.   group: 'DEFAULT'
  320.   applies:
  321.    - WOOD_SWORD
  322.     - STONE_SWORD
  323.     - IRON_SWORD
  324.     - DIAMOND_SWORD
  325.   levels:
  326.     1:
  327.       chance: 20
  328.       cooldown: 10
  329.       effects:
  330.        - 'SLOWNESS:2:3 %victim%'
  331. blind:
  332.   display: '%group-color%Blind'
  333.   description: 'Chance to blind your opponent'
  334.   applies-to: 'Swords'
  335.   type: 'ATTACK'
  336.   group: 'DEFAULT'
  337.   applies:
  338.    - WOOD_SWORD
  339.     - STONE_SWORD
  340.     - IRON_SWORD
  341.     - DIAMOND_SWORD
  342.   levels:
  343.     1:
  344.       chance: 20
  345.       cooldown: 10
  346.       effects:
  347.        - 'BLINDNESS:0:5 %victim%'
  348. inquisitive:
  349.   display: '%group-color%Inquisitive'
  350.   description: 'More exp. from mobs'
  351.   applies-to: 'Swords'
  352.   type: 'ATTACK_MOB'
  353.   group: 'DEFAULT'
  354.   applies:
  355.    - WOOD_SWORD
  356.     - STONE_SWORD
  357.     - IRON_SWORD
  358.     - DIAMOND_SWORD
  359.   levels:
  360.     1:
  361.       chance: 40
  362.       effects:
  363.        - 'MORE_EXP:1'
  364.     2:
  365.       chance: 30
  366.       effects:
  367.        - 'MORE_EXP:2'
  368.     3:
  369.       chance: 20
  370.       effects:
  371.        - 'MORE_EXP:3'
  372.     4:
  373.       chance: 15
  374.       effects:
  375.        - 'MORE_EXP:4'
  376.     5:
  377.       chance: 10
  378.       effects:
  379.        - 'MORE_EXP:5'
  380. boom:
  381.   display: '%group-color%Boom'
  382.   description: 'Spawn TNT when attacking other players'
  383.   applies-to: 'Swords'
  384.   type: 'ATTACK_MOB'
  385.   group: 'DEFAULT'
  386.   applies:
  387.    - WOOD_SWORD
  388.     - STONE_SWORD
  389.     - IRON_SWORD
  390.     - DIAMOND_SWORD
  391.   levels:
  392.     1:
  393.       chance: 20
  394.       cooldown: 10
  395.       effects:
  396.        - 'TNT:1'
  397. explosive:
  398.   display: '%group-color%Explosive'
  399.   description: 'Explosive mining'
  400.   applies-to: 'Pickaxes'
  401.   type: 'MINING'
  402.   group: 'DEFAULT'
  403.   applies:
  404.    - WOOD_PICKAXE
  405.     - STONE_PICKAXE
  406.     - IRON_PICKAXE
  407.     - DIAMOND_PICKAXE
  408.     - GOLD_PICKAXE
  409.   levels:
  410.     1:
  411.       chance: 20
  412.       cooldown: 5
  413.       effects:
  414.        - 'TNT:1'
  415. haste:
  416.   display: '%group-color%Haste'
  417.   description: 'Haste 2 effect whilst holding the item'
  418.   applies-to: 'Pickaxes'
  419.   type: 'HELD'
  420.   group: 'DEFAULT'
  421.   applies:
  422.    - WOOD_PICKAXE
  423.     - STONE_PICKAXE
  424.     - IRON_PICKAXE
  425.     - DIAMOND_PICKAXE
  426.     - GOLD_PICKAXE
  427.   levels:
  428.     1:
  429.       effects:
  430.        - 'FAST_DIGGING:1'
  431. fast:
  432.   display: '%group-color%Fast'
  433.   description: 'Speed effect while holding the item'
  434.   applies-to: 'Swords'
  435.   type: 'HELD'
  436.   group: 'DEFAULT'
  437.   applies:
  438.    - WOOD_SWORD
  439.     - STONE_SWORD
  440.     - IRON_SWORD
  441.     - GOLD_SWORD
  442.     - DIAMOND_SWORD
  443.   levels:
  444.     1:
  445.       effects:
  446.        - 'SPEED:0'
  447.     2:
  448.       effects:
  449.        - 'SPEED:1'
  450. lastchance:
  451.   display: '%group-color%Last Chance'
  452.   description: 'Has a chance to heal when on low hearts'
  453.   applies-to: 'Chestplate'
  454.   type: 'DEFENSE'
  455.   group: 'DEFAULT'
  456.   applies:
  457.    - ALL_CHESTPLATE
  458.   levels:
  459.     1:
  460.       chance: 30
  461.       condition: '%victim health% > 5 : %stop%'
  462.       effects:
  463.        - 'ADD_HEALTH:2 %victim%'
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