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Configuration
FreakyEnchants has a large amount of customization within it. Nearly every single enchantment you can customize.
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How do I disable an Enchantment?
The easiest way to disable an enchantment is to remove it from the GUI. Note that administrators will still have access to it. In order to prevent this, you should also add the enchantment id under the DisabledWorlds
in the config.yml
Can I change the max levels for enchantments?
No, however administrators can override the max levels with /addenchant. If you add support for extra levels in the configuration, it will be utilized.
These settings apply everywhere when applicable.
Name | Explanation | Example |
---|---|---|
StatusMessage | This denotes the format that status messages will be sent to the player. | Can be set to CHAT or ACTIONBAR |
NPC.Type | The EntityType that the NPC will be | You can view all entity types here |
NPC.Name | The Display name that the NPC will have | "&a&lEnchanter" |
NPC.AllowLeftClick | Whether or not the NPC can be interacted with using left click | True or False |
NPC.AllowRightClick | Whether or not the NPC can be interacted with using right click | True or False |
Economy.Type | What type of Economy to use. XP won't work for offline players | XP, TOKEN, VAULT |
Economy.Precision | Only applies if you use XP. Number of digits after the decimal. | 2 is recommended for legibility |
AutoSmelt.Drops (TO BE MOVED) | List of blocks that will be converted, and into what | - 'IRON_ORE': IRON_INGOT |
DisabledWorlds.All | All Enchantments will be disabled in the listed worlds | - 'Vanilla' |
DisabledWorlds.[Enchantment] | The enchantment will be disabled in the listed worlds | - 'NoExcavation' |
These settings apply not only to the sound section, but also to anywhere where sounds are specified
Sounds | The sound to be played. Add on Disabled: true to disable this sound | View available sounds here Sounds.Pitch | The pitch of the sound to be played | Default is 1 Sounds.Volume | The volume of the sound to be played | Default is 1
Name | Explanation |
---|---|
GoToMain | When the player goes back to the enchantment category selector |
PurchasedEnchantment | When the player purchases an enchantment in the /enchanter GUI |
SelectedEnchantment | When the player select an enchantment in the /redeem GUI |
InsufficientFunds | When the player attempts to purchase an enchantment with an insufficient balance |
IterateLevels | When the player goes through the enchantment levels in the /enchanter GUI |
NextInventory | When the player goes into a category within the /enchanter GUI |
EnchantmentAdded | When the player successfully adds an enchantment to an item |
OpenEnchantmentInventory | When the player opens the enchanter GUI (Either through a command or NPC) |
CloseEnchantmentInventory | When the player closes the enchanter GUI |
OpenRedeemInventory | When the player opens the redeem GUI (with /redeem) |
CloseRedeemInventory | When the player closes the redeem GUI |
TokenDeleted | When the player deletes a token with Q |
Name | Explanation |
---|---|
EnchantmentSuffix | Lore to add on to the current lore when there are multiple levels |
DefaultSpawnedItemsType | Default icon for items spawned in with /giveenchant |
NoTokens | Icon to display in the GUI when the player has no tokens |
TokenTitle | Display Name of tokens |
TokenDeleteLine | How to inform the player that Q deletes items |
Most enchantments are extremely customizable
Probability:
1: #This will be the probability for the level 1 enchantment
2: #This will be the probability for the level 2 enchantment
3: #[...]
5: #The level 4 enchantment will default to the probability for 3
Tip: 20 ticks in one second, 1000 milliseconds in 1 second
Enchantment | Case | Explanation |
---|---|---|
Excavation | AllowCreative | If true, players in creative will still be able to use excavation |
Excavation | PlayEffect | If true, a block break effect will be played for each block broken |
Excavation | IteratePer | How often should MaxBlocks be broken (in ticks) |
Excavation | MaxBlocks | How many blocks should be broken every IteratePer
|
Excavation | DontBreak | Which blocks will not be broken |
Rage | Multiplier | Multiplier for damage, each hit will be dmg * (combo ^ multiplier) |
Rage | ResetAfterKill | If true, the combo will be reset when the player kills an entity |
Revive | MinimumHealth | Minimum Health that the entity must be at for it to be healed |
Summoner | EntityType | Type of entity to spawn in, should be targettable (IronGolem, Wolf, Snowgolem, etc.) |
Barrage | RequireFullCharge | If true, the player must pull back the bow completely |
Barrage | UseInventoryArrows | If true, each barrage arrow will be removed from the player's inventory |
Barrage | AllowInfinity | If true and the player has infinity, arrows will not be removed |
Barrage | OffsetInaccuracy | How far apart from the origin can each arrow be |
Barrage | Spread | The spread of the arrows |
Barrage | Speed | How fast each arrow will be |
ExtraXP | MustBeSolid | If true, blocks such as tall grass, flowers, etc. will not count |
SelfDestruct | BreakBlocks | Whether or not the explosion will break blocks |
EnderShot | TeleportSound | Sound to be played when the player teleports |
EnderShot | DeleteArrow | If true, the arrow will be deleted when it lands |
FrostWalker | BlockTypes | List of blocks (in ascending order) to set, STATIONARY_WATER should be the last block |
FrostWalker | Lifetime | How long until blocks are set back to water (in ticks) |
DoubleJump | Strength | Strength of the double jump |
DoubleJump | JumpSound | Sound played when the player activates double jump |
ChainReaction | Reiterate | Whether or not the effect spreads to entities near the entities that are near the player |
OreSeeking | IncludeOres | List of blocks to scan for |
Have any further questions? Feel free to contact me at MSWS#9499