enchants.yml¶
Custom enchants: nine well-known HCF and kitmap enchants, each editable, removable or copyable under a new id.
How it plays: read the guide
Every example on this page is taken from the shipped enchants.yml. Changes apply with /hcf reload; lowering a max-level lowers items already made.
enabled: true at the top of the file switches every custom enchant on and off.
Every enchant¶
enchants:
fire-resistance:
name: "{primary}Fire Resistance"
type: effect
effect: fire_resistance
max-level: 1
applies-to: [armor]
speed:
name: "{secondary}Speed"
type: effect
effect: speed
max-level: 2
applies-to: [boots]
jump-boost:
name: "{success}Jump Boost"
type: effect
effect: jump_boost
max-level: 2
applies-to: [boots]
night-vision:
name: "{primary}Night Vision"
type: effect
effect: night_vision
max-level: 1
applies-to: [helmet]
invisibility:
name: "{muted}Invisibility"
type: effect
effect: invisibility
max-level: 1
applies-to: [chestplate]
hellforged:
name: "{error}Hellforged"
type: hellforged
max-level: 4
applies-to: [armor]
repair-per-level: 1
implanted:
name: "{success}Implanted"
type: implanted
max-level: 3
applies-to: [helmet]
food-per-level: 1
interval-seconds: 10
recover:
name: "{primary}Recover"
type: recover
max-level: 2
applies-to: [chestplate]
below-health: 8
regeneration-seconds: 5
cooldown-seconds: 60
autosmelt:
name: "{primary}Autosmelt"
type: autosmelt
max-level: 1
applies-to: [pickaxe]
Keys every enchant has:
| Key | What it does |
|---|---|
name |
Shown in the item's lore, & colours |
type |
effect, hellforged, implanted, recover or autosmelt |
max-level |
The highest level |
applies-to |
helmet, chestplate, leggings, boots, sword, axe, pickaxe, shovel, hoe, bow, crossbow, trident, or the groups armor, tool, weapon |
By type¶
effect — a potion effect while the piece is worn:
speed:
name: "{secondary}Speed"
type: effect
effect: speed
max-level: 2
applies-to: [boots]
effect is the effect's name. Another effect enchant is one more block like this one.
hellforged — repairs the worn piece each time its wearer takes damage:
hellforged:
name: "{error}Hellforged"
type: hellforged
max-level: 4
applies-to: [armor]
repair-per-level: 1
repair-per-level: durability restored per level, per hit.
implanted — keeps its wearer fed:
implanted:
name: "{success}Implanted"
type: implanted
max-level: 3
applies-to: [helmet]
food-per-level: 1
interval-seconds: 10
food-per-level every interval-seconds.
recover — Regeneration when health falls low:
recover:
name: "{primary}Recover"
type: recover
max-level: 2
applies-to: [chestplate]
below-health: 8
regeneration-seconds: 5
cooldown-seconds: 60
Regeneration at the enchant's level for regeneration-seconds when health falls to below-health or less (20 is full), then cooldown-seconds before it can fire again.
autosmelt — a tool that smelts what it mines, as a furnace would:
autosmelt:
name: "{primary}Autosmelt"
type: autosmelt
max-level: 1
applies-to: [pickaxe]
The whole shipped file¶
# ---------------------------------------------------------------------------
# enchants.yml - custom enchants
#
# The well-known HCF and kitmap enchants. Every one below
# can be changed - name, levels, the items it goes on, its numbers - removed, or
# copied under a new id (another effect enchant is one more block).
#
# /cenchant list what exists (everybody)
# /cenchant apply <enchant> [level] on the held item (staff)
# /cenchant remove <enchant> from the held item (staff)
# /cenchant give <player> <enchant> [level] [n] books (staff, or a shop,
# a crate, a redeem code...)
#
# A BOOK is dragged onto an item in the inventory: a higher book sets its level,
# an equal one raises it by one, up to max-level - the anvil's rule.
#
# The enchant lives on the item, so kits (/kit create), chests, deaths and trades
# carry it like anything else about the item.
#
# type:
# effect a potion effect while the piece is worn (effect: its id)
# hellforged repairs the worn piece each time its wearer takes damage
# (repair-per-level: durability restored per level per hit)
# implanted keeps its wearer fed (food-per-level every interval-seconds)
# recover Regeneration (level) for regeneration-seconds when the wearer
# falls to below-health or less (20 is full health), then
# cooldown-seconds before it can fire again
# autosmelt a tool that smelts what it mines, exactly as a furnace would
# (the server's own furnace recipes, datapacks included)
#
# applies-to: helmet, chestplate, leggings, boots, sword, axe, pickaxe, shovel,
# hoe, bow, crossbow, trident - or the groups armor, tool, weapon. The effect,
# hellforged, implanted and recover enchants act on worn armour only.
#
# An effect enchant never overrides a stronger effect from elsewhere: a Speed II
# potion is not cut down to a Speed I boot.
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true
enchants:
fire-resistance:
name: "{primary}Fire Resistance"
type: effect
effect: fire_resistance
max-level: 1
applies-to: [armor]
speed:
name: "{secondary}Speed"
type: effect
effect: speed
max-level: 2
applies-to: [boots]
jump-boost:
name: "{success}Jump Boost"
type: effect
effect: jump_boost
max-level: 2
applies-to: [boots]
night-vision:
name: "{primary}Night Vision"
type: effect
effect: night_vision
max-level: 1
applies-to: [helmet]
invisibility:
name: "{muted}Invisibility"
type: effect
effect: invisibility
max-level: 1
applies-to: [chestplate]
hellforged:
name: "{error}Hellforged"
type: hellforged
max-level: 4
applies-to: [armor]
repair-per-level: 1
implanted:
name: "{success}Implanted"
type: implanted
max-level: 3
applies-to: [helmet]
food-per-level: 1
interval-seconds: 10
recover:
name: "{primary}Recover"
type: recover
max-level: 2
applies-to: [chestplate]
below-health: 8
regeneration-seconds: 5
cooldown-seconds: 60
autosmelt:
name: "{primary}Autosmelt"
type: autosmelt
max-level: 1
applies-to: [pickaxe]