DUXPLIMA Documentation

Your first enchantment

Write a sword enchantment that heals the wielder on a kill, give yourself the book, and apply it.

1. Write the file

Create plugins/uxmEnchants/enchantments/vampire.conf. The file name is the id, so the enchantment is vampire and its node is uxmenchants.enchantment.vampire.

name {
  en = "Vampire"
  tr = "Vampir"
}
description {
  en = "Heals you by <amount> hearts' worth on a kill."
  tr = "Bir öldürmede <amount> can kadar iyileştirir."
}

rarity    = rare
type      = normal
targets   = ["sword", "axe"]
max-level = 3

obtaining {
  table    = true
  villager = false
  loot     = true
  anvil    = true
}

trigger = kill

effects = [
  {
    effect = heal
    target = self
    amount { base = 2.0, per-level = 1.0, cap = 4.0, mode = add, curve = linear }
    actions = ["[sound] ENTITY_PLAYER_LEVELUP 0.6 1.6"]
  }
]

<amount> in the description is the heal effect's own amount at the level shown, so the sentence never drifts from what the effect does.

2. Load it

/uxmenchants reload

A typo is refused with the file, the key and the line, and the old content stays loaded.

3. Try it

/uxmenchants give <you> vampire 3

Put the book and a sword in an anvil. The sword now reads Vampire III with the description under it. Kill a mob and you are healed by four health and hear the sound. /enchants info vampire opens its page.

4. Let players find it

It is rare, so the table offers it from table level 10 at the rare table-chance, and loot chests may carry it. Players need uxmenchants.enchantment.vampire.table to be offered it at the table; see Acquisition.

Related: Enchantment files, Effects