DUXPLIMA Documentation

In-game editor

Making, changing and deleting enchantments from inside the game, and what the editor writes.

/uxmenchants editor (uxmenchants.admin.editor) opens a window with every enchantment and a button that makes another.

Making one

Click the lime dye and type an id in the anvil, chat or sign prompt. The id is the file name: letters, digits and hyphens (editor.bad-id otherwise). A new enchantment starts as the shipped template, comments and all, with one working effect, and its property editor opens. An id a file already carries answers editor.exists.

The properties

Each button writes one line of the enchantment file:

ButtonWritesHow
The name a player readsname.enTyped
What it does, in one sentencedescription.enTyped
How hard it is to findrarityPicked from rarities.conf
How it is drawntypePicked from types.conf
The highest level any route hands outmax-levelA number, 1 to 100; shift steps by ten
How far an anvil may push itoverpower-maxA number, 1 to 100
The node a player needspermissionTyped
What it goes ontargetsA list window
The items an anvil takesanvil-itemsA list window
The items a table offers it ontable-itemsA list window
What it will not sit besideconflictsA list window
A way of finding itobtaining.<route>One toggle per route: table, villager, loot, anvil, fishing, mob-drops, raids

A blank line clears the key rather than writing an empty one. Effects are not on a button; they stay in the file.

Every save writes the file and reads every content file again, so the next draw shows it. Comments survive a save, but the keys come back in alphabetical order: that is how the configuration library writes a file.

Deleting

The barrier deletes the file after a second click, and says editor.deleted.

Off

editor.enabled = false is for a server that keeps its content in version control. The editor's windows are not registered, no input listener is installed, and the command says editor.off. It takes a restart.

Related: Editor windows, Enchantment files