DUXPLIMA Documentation

Effects

The sixteen effects, their arguments, targets, chance, cooldown, delay and material filters.

An effect is a block, never a string. It names an effect, gives its arguments, and may carry its own chance, cooldown, delay, conditions and actions. Those sit on the effect rather than the enchantment, because one enchantment often wants two effects at two different chances.

effects = [
  {
    effect   = ignite
    target   = victim
    chance   { base = 20.0, per-level = 10.0, cap = 45.0, mode = add, curve = linear }
    cooldown = 4.0
    seconds  { base = 2.0, per-level = 1.0, mode = add, curve = linear }
  }
]

The effects

EffectArgumentsActs onWhat it does
damageamounttargetDeals that much damage
healamounttargetHeals that much health, never above the entity's maximum
feedamounttargetAdds that much food
ignitesecondstargetSets it alight
potiontype, seconds, amplifiertargetA vanilla potion effect, named the way the server names it; an unknown name is skipped
launchpowertargetPushes it away from the player
pullpowertargetPulls it towards the player
extinguishtargetPuts out its fire
lightningThe placeStrikes lightning
explodepower, fireThe placeAn explosion that hurts but breaks no block; fire = true sets fire
vein-minerlimitThe blockFollows the same ore through the six faces, up to limit blocks
tree-fellerlimitThe blockTakes the trunk, following every block that touches a corner, up to limit
smelt-dropsThe blockCooks what the block drops
extra-dropsmultiplierThe blockDrops the block's drops again, as many times over as the multiplier says
repair-itemamountThe itemTakes that much damage off the item the enchantment sits on
give-experienceamountThe playerGives that much experience

The arguments in the table are required, except fire on explode. The set is closed: a file that names another effect is refused with the file and the line. A message, a sound, a command and a title are not effects; they are actions.

target

target = victim (the default) aims at the entity hit or hitting; target = self aims at the player. A firing with no victim, such as block-break, aims at the player whatever the file says.

chance, cooldown and delay

KeyUnitDefaultMeaning
chanceOut of a hundred100The effect fires only when the roll passes
cooldownSeconds0After it fires, it waits this long for this player
delaySeconds0How long after the trigger it runs

Each may be a number or a modifier block. A cooldown lives in memory unless cooldowns.persist is on; see Charges and cooldowns.

materials

A block effect may narrow the blocks it touches:

materials {
  whitelist = ["COAL_ORE", "DEEPSLATE_COAL_ORE"]
  blacklist = []
}

It can only narrow effects.materials of config.conf, never widen it, so BEDROCK, BARRIER, END_PORTAL_FRAME, SPAWNER and REINFORCED_DEEPSLATE are never touched. A block another plugin names (customcrops:tomato) may be written too.

Every block a block effect breaks passes the world list, the material lists, the claim check and the block break treaty first; see Protection.

What a firing asks

Before an effect runs, the trigger, the item's slot, the world, the enchantment's node, the item's charges, the effect's chance and its cooldown are all asked, then its conditions. The effect runs after its delay and its actions follow. A player without the node sees the enchantment struck through on the item.

Related: Numbers and descriptions, Conditions and actions