DUXPLIMA Documentation

Charges and cooldowns

Items that spend charges and are refilled with fuel at the anvil, the banded tooltip line, and persistent cooldowns.

Charges

charges {
  enabled       = false
  maximum       = 500
  consume       = 1
  recharge      = 50
  fuel-material = "GLOWSTONE_DUST"
  bands = [
    { from = 50, format = "<good>Charges <value><left><body> / <value><max>" }
    { from = 20, format = "<level>Charges <value><left><body> / <value><max>" }
    { from = 0,  format = "<bad>Charges <value><left><body> / <value><max>" }
  ]
}

A knob for a powerful enchantment that touches balance nowhere else. It ships off, and a server that never turns it on never sees it: nothing is written onto an item until it is on.

KeyMeaning
maximumThe most charges one item holds
consumeHow many one firing takes
rechargeHow many one fuel item puts back, in the anvil
fuel-materialWhat recharges an item

An item that has never been charged reads as full, so turning the system on mid season does not stop every sword at once. An item without enough left does not fire. Put it in an anvil with the fuel item to top it up, never above the maximum.

The band with the highest from the item's percentage reaches is drawn, whatever order you write them in. A percentage no band covers draws nothing, which is how you write a warning that appears only near the end: delete the first two. <left>, <max> and <percent> are in scope.

%uxmenchants_charges% and %uxmenchants_charges_max% give the numbers.

Cooldowns

An effect's cooldown is per player and per enchantment. It lives in memory and is gone with the process, which is what an operator expects of a five second cooldown on a sword. cooldowns.persist = true keeps them in the database across a restart, for a cooldown long enough that a restart would be a way round it.

%uxmenchants_cooldown_<id>% gives the seconds left.

Related: Anvil and books, Placeholders