Enchants, limits and the crowbar¶
Configured in enchants.yml, limiters.yml and crowbar.yml.
Custom enchants¶
Enchantments that do not exist in vanilla — the well-known HCF and kitmap ones. Nine ship configured; every one can be renamed, re-levelled, moved to other items, removed, or copied under a new id.
| Enchant | Type | Max | On | Does |
|---|---|---|---|---|
| Fire Resistance | effect |
I | armour | Fire Resistance while worn |
| Speed | effect |
II | boots | Speed while worn |
| Jump Boost | effect |
II | boots | Jump Boost while worn |
| Night Vision | effect |
I | helmet | Night Vision while worn |
| Invisibility | effect |
I | chestplate | Invisibility while worn |
| Hellforged | hellforged |
IV | armour | Repairs the piece each time its wearer takes damage |
| Implanted | implanted |
III | helmet | Keeps its wearer fed |
| Recover | recover |
II | chestplate | Regeneration when health falls low, then a cooldown |
| Autosmelt | autosmelt |
I | pickaxe | Smelts what it mines, exactly as a furnace would |
- Five behaviours, each a
type:effect(any potion effect — one more effect enchant is one more block of YAML),hellforged,implanted,recoverandautosmelt. Autosmelt follows the server's own furnace recipes, datapacks included. - An effect enchant never overrides a stronger effect from elsewhere: a Speed II potion is not cut down to a Speed I boot.
- The enchant lives on the item — its level, a lore line and the glint — so kits, chests, deaths and trades carry it like the rest of the item.
- Lowering a
max-levellowers items already made.
Getting one¶
| Command | Does |
|---|---|
/cenchant list |
What exists — everyone (aliases /ce, /customenchant) |
/cenchant apply <enchant> [level] |
On the held item — staff |
/cenchant remove <enchant> |
From the held item — staff |
/cenchant give <player> <enchant> [level] [amount] |
Books — staff, and from the console |
A book is dragged onto an item in the inventory, with the anvil's rule: a higher book sets its level, an equal one raises it by one, up to the maximum. /cenchant give from the console is how a shop, a crate or a redeem code hands books out. Staff commands need hcfcore.enchant.admin.
Enchantment, potion and effect caps¶
Which levels a map allows — Protection I or II, Sharpness I or II, no Strength II — is the defining choice of an HCF map. Both lists ship empty.
enchantments:
# The highest level each enchantment may reach. 0 forbids it entirely. Anything
# not listed keeps vanilla's levels.
#
# EMPTY ON PURPOSE. Which levels a map allows - Protection I or II, Sharpness I
# or II - is the defining choice of an HCF map, and not a default to invent.
#
# Names are the enchantment's id, with or without "minecraft:". A name this
# server does not know is reported in the console when the file is loaded.
#
# A cap can also be ABOVE vanilla's maximum: the anvil then combines past it,
# with vanilla's rule - two equal levels make one higher - so two Sharpness V
# make Sharpness VI when sharpness is capped at 6. Nothing else in the game
# creates such levels, so the anvil is where they come from.
#
# caps:
# protection: 2
# sharpness: 2
# power: 3
# fire_aspect: 0
caps: {}
# Caps always apply at the enchanting table and the anvil. This also brings
# down items that arrive some other way - loot, villager trades, fishing,
# another plugin - when their holder joins, closes an inventory, or fights with
# them. It only ever lowers. The very first hit with such an item can still land
# at its old level: the damage of a hit is worked out before it can be seen.
# Enchanted books are left as they are - they only give their levels through an
# anvil, which caps them.
fix-existing-items: true
potions:
# The highest level each effect may be applied at FROM A POTION - drunk,
# splashed, a lingering cloud, a tipped arrow. 0 forbids it. Anything not
# listed is untouched. An effect above its cap is brought down to it rather
# than refused: Strength II drinks as Strength I when strength is capped at 1.
#
# A forbidden potion (0) is not brewed, and drinking, throwing or shooting one
# is refused and the player told - a potion is kept, not used up for nothing.
#
# Golden apples, beacons, commands and other plugins are left alone: a cap on
# regeneration is about potions, not about apples. So are the classes' effects:
# "strength: 0" leaves Strength to the Bard.
#
# Empty on purpose, like the enchantments.
#
# caps:
# strength: 0 # Strength from the Bard only
# invisibility: 0
# speed: 2
caps: {}
Enchantments are capped:
- at the enchanting table — the offers shown are corrected, and an enchantment with nothing left is refused rather than charged;
- at the anvil — a result that brings nothing is removed, so nobody pays for a forbidden book;
- on everything else (
fix-existing-items, on by default) — loot, villager trades, fishing, other plugins — when the holder joins, closes an inventory, or fights. This only ever lowers. The very first hit with such an item can still land at its old level: a hit's damage is worked out before it can be seen.
A cap can be above vanilla's maximum. The anvil then combines past it with vanilla's rule — two equal levels make one higher — so two Sharpness V make Sharpness VI when sharpness is capped at 6. Nothing else in the game creates such levels.
Potions are capped when the effect comes from a potion — drunk, splashed, lingering, a tipped arrow. An effect above its cap is brought down, not refused: Strength II drinks as Strength I when strength is capped at 1. Golden apples, beacons, commands and other plugins are left alone.
A potion capped at 0 is forbidden:
- it is not brewed: the brewing stand leaves that bottle as it was (the ingredient is used up, as for the other bottles);
- drinking or throwing one is refused, and the potion stays in hand; shooting a tipped arrow of it is refused. The player is told why;
- one that still reaches a player — a dispenser, a potion from before — gives nothing.
Strength from the Bard only
The classic HCF rule: strength: 0 under caps. The classes are not potions: a Bard still gives Strength to the team, and a class's own effects are untouched. See Classes.
Effect caps¶
effects:
# The highest level each effect may have on a player, WHATEVER gives it: a
# potion, a class (a Bard's burst), a custom enchant, the King, a golden apple,
# a beacon, a command, another plugin. 0 forbids it. Anything not listed is
# untouched; an effect above its cap is brought down to it, not refused.
#
# Where potions.caps above is about potions only, this is about the effect:
# "resistance: 3" and no player ever has more than Resistance III.
#
# Empty on purpose, like the rest.
#
# caps:
# resistance: 3
# speed: 3
caps: {}
An effect cap holds whatever gives the effect: a potion, a class — a Bard's burst, a Diamond's passive —, a custom enchant, the King, a golden apple, a beacon, a command, another plugin. resistance: 3 and no player ever has more than Resistance III. An effect above its cap is brought down to it, keeping its duration; 0 forbids the effect entirely.
potions.caps |
effects.caps |
|
|---|---|---|
| What it caps | The effect when a potion gives it | The effect, whatever gives it |
A Bard's Strength II, with strength: 1 |
Untouched | Strength I |
A Strength II potion, with strength: 1 |
Strength I | Strength I |
0 |
The potion is not brewed, nor drunk, thrown or shot | Nobody has the effect |
For a potion, the lower of the two caps holds. The classes, custom enchants and the King give their effects already within the cap — a Bard wanting Resistance IV gives Resistance III — and still take back only what they gave. A cap set with /hcf reload holds at once on the effects players already have, and on those a player brings back when joining. The effect commands are capped too.
Blocks per claim¶
The most of a block a team's whole territory may hold — against lag machines and abuse. Placing one more there is refused. Ships empty:
/team limits(aliasblocks) shows your team's usage.- A limit of
0forbids the block in claims. Only player teams' land counts. - Counts are kept per chunk and per team — claims being block-precise, two teams can share a chunk and are never charged each other's blocks — as blocks are placed, broken, burnt and blown up, and each claimed chunk is recounted exactly in the background the first time it loads after a start — which puts right what no event reports (redstone washed away, blocks changed by another plugin).
- Staff get past the limits only while holding
hcfcore.limiter.bypassand with/staffbuildon.
Crowbar¶
A tool that takes a placed End portal frame out — the block survival cannot break, and a common part of base traps. Right-click a frame with it; the frame drops as an item, and its eye too if it had one.
Where: in the wilderness, or in your own team's claim. Never in another team's claim — raidable or not — nor on server land or in the warzone. The crowbar is there so a team can adjust its own traps, not so a raid can defuse somebody else's.
- The removal is then offered to every other protection as an ordinary block break, so a Mountain or another plugin's region still has its say.
- Ships neutral: unlimited uses (
uses), no cooldown (cooldown-seconds), no cost (cost, taken from the economy). Nothing is taken for a refused use. - The item, its name and its lore are configurable;
%uses%in the lore shows the uses left. - Frames only — no spawners. Taking a frame out of an already active portal leaves the portal blocks in place, as in vanilla.