Editor windows
The editor list, the property editor of one enchantment, and the list window.
All three need uxmenchants.admin.editor and are off when editor.enabled is false.
The list
menus/editor.conf, six rows titled "Enchantments", drawn from a layout:
layout = [
"#########"
"#xxxxxxx#"
"#xxxxxxx#"
"#xxxxxxx#"
"#xxxxxxx#"
"<###b##+>"
]
| Slot | Item | Click |
|---|---|---|
| 10 to 16, 19 to 25, 28 to 34, 37 to 43 | An enchanted book per enchantment, with its whole tooltip | Left: its properties |
| 45 | Arrow, previous | |
| 49 | Feather, back | Closes |
| 52 | Lime dye, new | Asks for an id |
| 53 | Arrow, next |
placeholders.tile-colour (5) is the colour of the tiles. Tokens: %editor_enchant% (the name in the viewer's
language), %tile_editor_enchant% (the whole tooltip).
Properties
menus/editor-enchant.conf is not shaped like the other window files, but the rows, slots and materials are there:
| Key | Ships as |
|---|---|
rows | 6 |
property-slots | 10 to 16, 19 to 25, 28 to 34, 37 to 43 |
back-slot, back-icon | 49, FEATHER |
delete-slot, delete-icon | 53, BARRIER |
Every property needs a slot; add a row before adding a setting. A file that is missing or wrong costs the layout, not the editor: the shipped numbers are used and the reason goes to the console. The buttons are on In-game editor.
Lists
menus/editor-list.conf edits a list of lines (targets, anvil items, table items, conflicts) and is where a rarity or a
type is picked.
| Key | Ships as |
|---|---|
rows | 6 |
entry-slots | 10 to 16, 19 to 25, 28 to 34 |
add-slot, add-icon | 53, LIME_DYE |
back-slot, back-icon | 45, FEATHER |
entry-icon | PAPER |
Left click a line to change it, right click twice to remove it, and the lime dye adds one.
Related: In-game editor
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