DUXPLIMA Documentation

Display

How enchantments are drawn on items, descriptions, collapsing, order, vanilla lines and struck-through lines.

The display never writes to the real item. A copy is built, decorated and shown, so renaming an enchantment changes every item at once and nothing of ours can corrupt a lore another plugin is about to save.

Sharpened IV
  Cuts deeper with every level.
Vein Miner II
  Follows an ore through the stone.
Sharpness V
  Cuts deeper.

The block

SettingDefaultMeaning
display.enabledtrueWhether anything is drawn
description-threshold4Above this many of ours on one item, descriptions are dropped
wrap-width38Characters a description line holds before it wraps
descriptions-on-by-defaulttrueWhat a player who never used /enchants descriptions sees
description-format<subtext><line>One wrapped line of a description
not-met-format<dim><st><name> <roman></st>An enchantment this player cannot fire
collapse.threshold6Above this many, several names share a line
collapse.per-line3How many share it
collapse.delimiter", "What sits between them
order["type", "rarity", "name"]How the block is sorted; any of the three, in the order you want

An enchantment is drawn in its type's format. Struck through answers "why did my enchantment not fire": it covers the node, a fact that only changes when an operator changes it.

Vanilla enchantments

The display hides the client's own enchantment lines so our block is the only one a player reads, and draws the vanilla enchantments in the same block, after ours, in the same formats. Their names and descriptions come from vanilla.conf; a key with no entry is drawn from the key itself, minecraft:fire_aspect as "Fire Aspect".

Glint and charges

item.glint makes an item with ours shimmer. With charges on, a banded line says how many are left.

Language

Every name and description is drawn in the viewer's language. A reload redraws every player's items.

Related: config.conf, types.conf