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enchantments8.1.8.yml
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enchantments8.1.8.yml
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# « Example configuration »
#lastchance: <-- Enchantment name
# display: "%group-color%Last Chance" <-- Display in item lore
# description: "Has a chance to heal when on low hearts" <-- Enchantment Description
# applies-to: "Chestplate" <-- What applies to (display purposes)
# type: "DEFENSE" <-- Enchantment type (controls when enchantment activates)
# group: "COMMON" <-- Enchantment group (For enchanter and right-click random books)
# settings:
# required-enchants:
# - "springs:1" # Can require specific level
# - "gears"
# not-applyable-with:
# - "frozen"
# applies: <-- List of items that it applies
# - ALL_CHESTPLATE <-- Item(s) list
# levels: < -- All Levels are under here
# 1: <-- Level indicator
# chance: 30 <-- Chance for enchantment to activate
# condition: "%victim health% > 5 : %stop%" <-- Condition (read more about it at Conditions)
# effects: <-- All enchantment effects
# - "ADD_HEALTH:2 %victim%" <-- Effect(s) list
# Æ »»» ENCHANTMENT OPTIONS EXPLAINED BELOW «««ß
# Display (String) (No spaces or enchantment will break)
# Determines how will enchantment look in item lore
# Applies-to (String)
# Display used in Custom Enchantment books for %description% variable
# Group (Setting)
# INFO: Create enchantment groups in config.yml under enchanter configuration.
# Enchantment groups are used for enchanter, to sell specific type books. You can group them
# and add a group-wide color, then obtain it with variable %group-color% (shown in example enchantments below).
# Type (Setting)
# Decides type of the enchantment. Types:
# - EFFECT_STATIC : Gives permanent potion effect (as long as armor piece is worn).
# - ATTACK : Effects run only when attacking another player.
# - DEFENSE : Effects run only when being attacked.
# - DEFENSE_BOW : Effects run only when player gets shot by a bow.
# - MINING : Gives effects when block is mined.
# - HELD : Effects given when item is held.
# - ATTACK_MOB : Gives effects when player attacks mob.
# - KILL_MOB : Effects given when attacked mob is killed.
# - BOW : Effects given when player is shot by another player.
# - KILL_PLAYER : Effects given when attacker kills a player.
# - DEATH : Runs when player dies due to another player.
# - RIGHT_CLICK : Runs when player right clicks held item.
# - BOW_MOB : Effects given when mob is shot by player.
# - FIRE : Effects given when player is on fire.
# - EXPLOSION : Effects given when player gets hit by explosion.
# - SWING : Enchant runs when player swings.
# - FALL_DAMAGE : Enchant runs when player takes fall damage.
# - DEFENSE_MOB : Enchant runs when mob attacks a player.
# - SHIFT : Enchant runs when player toggles crouching (shifts).
# - ITEM_BREAK : Enchant runs when player toggles crouching (shifts).
# - CATCH_FISH : Enchant runs when player catches a fish.
# - PASSIVE_DEATH : Enchant runs when player dies from non-pvp related cause.
# - EAT : Enchant runs whenever a player consumes an item.
# - REPEATING : Repeating enchantments, read more here: https://ae.advancedplugins.net/enchantments/repeating-enchantments
# Applies (Material)
# Determines which items will have the effects
# Latest Materials list: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
# NOTICE: You can use "LEATHER_ARMOR, IRON_ARMOR, CHAIN_ARMOR, GOLD_ARMOR or DIAMOND_ARMOR" to
# to instantly add availability for all specific armor type pieces.
# Use "ALL_ARMOR" to add all armor pieces.
# Use "ALL_HELMET" to add all helmets.
# Use "ALL_CHESTPLATE" to add all chestplates.
# Use "ALL_BOOTS" to add all boots.
# Use "ALL_SWORD" to add all swords.
# Use "ALL_PICKAXE" to add all pickaxes.
# Use "ALL_AXE" to add all axes.
# Use "ALL_EDIBLE" to add all foods.
# And so on, but make sure to use non plural names of items!
# Levels (Numbers)
# Effects for each level, use as display in examples.
# Enchantment Effect List: https://ae.advancedplugins.net/enchantments/creating-enchantments/effect-list
# # You can use tags <random word>word1,word2,word3</random word>, it will get a random word from listed words.
# # You can use tags <random number>x-y</random number> while x < y, it will generate a random number between two given integers.
# # e.g.: "STEAL_MONEY:<random number>10000-50000</random number>"
# # Use <chance>x</chance> to set per-effect chance, x being a chance percentage.
# # e.g.: "POTION:SPEED:1:100 %attacker% <chance>25</chance>"
# # You also may use %victim% or %attacker% flag to give effects to different players (in ATTACK, BOW, DEATH, KILL_PLAYER and DEFENSE types).
# # Example usage: - "POTION:POISON:1:50 %attacker%', this will give Level 2 POISON potion effect to the player who attacked.
# # If none is provided, effects will be given to the player who had custom enchanted item.
# # You can add %combo% instead of numbers, to use number of combo's player has (eg. to limit combo number: "%combo% > 0 && %combo% < 5 : %continue%')
# # You can add %damage% instead of numbers, to use number of damage has been done (for ATTACK and DEFENSE)
# Area of effect: https://ae.advancedplugins.net/enchantments/radius-of-effect-enchantments
# Chance (Number)
# Chance of effect occurring
# Cooldown (number)
# Number of effect cooldown, in seconds.
# Conditions
# Conditions let you choose under what circumstances enchantment should be activated/stopped or chance increased/descreased
#
# « Examples »
# ► "%victim health% > 5 : %stop%" (Will not activate effects if player's health is higher than 2.5 hearts (1 heart = 2)
# ► "%player world% = my_world : %allow%" (If player is in world called "my_world", the enchantment will activate)
# ► "%player y% < 30 && %player health% > 10 = : %chance%+10" (If player's Y level is less than 30 and health is more than 5 hearts, it 7
# will increase chance of effects activating by 10)
# ► "%victim health% > %attacker health% : %force%" (If victim has more health than attacker, effects will be forced to run
# ignoring probability chance of it activating).
#
# « Variables for conditional part »
# %player health%, %player food%, %player_world%, %player_name%, %player x, %player y%, %player z%, %near players% (number)
# You can also replace "player" with attacker/victim for ATTACK, BOW, DEATH, DEFENSE and KILL_PLAYER enchantment types.
# %block x%, %block y% and %block z% can be used for MINING enchantment type. %combo%, %attacker combo% and %victim combo% can
# be used to define how many combo's player has. You can also use %is sneaking% as well as %attacker is sneaking%, %victim is sneaking%
# (eg. %is sneaking% = true : %continue%) As well as %is on fire%, can be used with %victim/attacker is on fire% (returns true/false)
# You can use %mob type% variable for KILL_MOB and ATTACK_MOB, to get mob in the event, e.g.: (CREEPER, CAVE_SPIDER, ZOMBIE)
# %block type% - Mined block type, find all block types at: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html
# %(victim/attacker)is under water% - returns "true/false"
# %is headshot% - returns "true/false" (for BOW)
# %has potion effect <POTION EFFECT TYPE>% - returns "true/false"
# %(attacker /victim )faction land% - returns ENEMY, NEUTRAL, TRUCE, MEMBER (own land) (Factions)
# %(attacker /victim )level of skill (mcmmo skill(UpperCase))% - returns level number (mcMMO)
# %(attacker /victim )is bleeding% - returns "true/false" if player is bleeding (mcMMO)
# %damaged from behind% - returns if victim was damaged from behind by enemy
# %attacker has enchantment in hand of <enchant>% - returns "true/false", checks if player has enchantment on their item
# %attacker time%/%victim time% - get player world time
# %health percentage% - get player's health percentage
# %victim/attacker custom name% - get mob's name
# %potion effect level <potion name>% - get level of applied potion effect, remember that potion amplifiers are counted from 0, so level 1 = 0
# %<player> can break% - checks if player can break specified block, can be used with MINING and SWING, returns true/false
# %<player> is holding% - returns material of held item
#
# PLACHOLDERAPI SUPPORT FOR CONDITIONS:
# E.g: "%victim player_level% > 10 : %stop%', player_level is a PlaceholderAPI condition %player_level%. You can use %player <condition>%, %attacker <condition>% and %victim <condition>%.
# It's a must to remove percentage signs from PlaceholderAPI placeholders, more examples: %server_online% -> server_online -> "%player server_online% > 5 : %allow%"
#
# « Variables for end solution »
# %force% (forces effect to activate ignoring chance), %continue% (let's the effect reading continue, takes chance in consideration),
# %stop% (ignores all of the effects), %chance%+x (increases chance by x%), %chance-x% (decreases chance by x%)
# Settings for enchantments
# *** This is not a required configuration section and each enchantment doesn't need to have it ***
# settings:
# required-enchants:
# - "springs"
# not-applyable-with:
# - "frozen"
# removeable: false # Makes enchantment non-removeable with blackscrolls
# disable-in-enchanter: true # Players can no longer obtain enchantment from Enchanter
# disabled-worlds: # List worlds in which enchantment will not work (cAsE sEnSiTiVe)
# - "My_World"
planter:
display: "%group-color%Planter"
description: "Plant seeds in a 3x3 area\nby shift+right-clicking."
applies-to: "Hoes"
type: "RIGHT_CLICK"
group: "ULTIMATE"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- ALL_HOE
levels:
1:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 3
effects:
- "PLANT_SEEDS:3"
2:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 2
effects:
- "PLANT_SEEDS:3"
3:
condition:
- "%player is sneaking% = true : %allow%"
effects:
- "PLANT_SEEDS:3"
potatoplanter:
display: "%group-color%Potato Planter"
description: "Plant potatoes in a 3x3 area\nby shift+right-clicking."
applies-to: "Hoes"
type: "RIGHT_CLICK"
group: "SIMPLE"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- ALL_HOE
levels:
1:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 3
effects:
- "PLANT_SEEDS:3:POTATO"
2:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 2
effects:
- "PLANT_SEEDS:3:POTATO"
3:
condition:
- "%player is sneaking% = true : %allow%"
effects:
- "PLANT_SEEDS:3:POTATO"
carrotplanter:
display: "%group-color%Carrot Planter"
description: "Plant carrots in a 3x3 area\nby shift+right-clicking."
applies-to: "Hoes"
type: "RIGHT_CLICK"
group: "SIMPLE"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- ALL_HOE
levels:
1:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 3
effects:
- "PLANT_SEEDS:3:CARROT"
2:
condition:
- "%player is sneaking% = true : %allow%"
cooldown: 2
effects:
- "PLANT_SEEDS:3:CARROT"
3:
condition:
- "%player is sneaking% = true : %allow%"
effects:
- "PLANT_SEEDS:3:CARROT"
strike:
display: "%group-color%Strike"
description: "Chance to strike lightning\nat the opponent."
applies-to: "Swords, Bow, Crossbow, Trident"
type: "ATTACK;ATTACK_MOB;BOW;BOW_MOB"
group: "SIMPLE"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- TRIDENT
- BOW
- CROSSBOW
- ALL_SWORD
levels:
1:
chance: 24
cooldown: 3
effects:
- "LIGHTNING %victim%"
2:
chance: 32
cooldown: 3
effects:
- "LIGHTNING %victim%"
3:
chance: 40
cooldown: 4
effects:
- "LIGHTNING %victim%"
impact:
display: "%group-color%Impact"
description: "Chance to double dealt damage."
applies-to: "Trident"
type: "BOW;BOW_MOB"
group: "ELITE"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- TRIDENT
levels:
1:
chance: 5
cooldown: 3
effects:
- "DOUBLE_DAMAGE %victim%"
2:
chance: 8
cooldown: 3
effects:
- "DOUBLE_DAMAGE %victim%"
3:
chance: 11
cooldown: 5
effects:
- "DOUBLE_DAMAGE %victim%"
4:
chance: 14
cooldown: 6
effects:
- "DOUBLE_DAMAGE %victim%"
twinge:
display: "%group-color%Twinge"
description: "Make your enemy bleed, if\nhit using melee attack."
applies-to: "Trident"
type: "ATTACK"
group: "LEGENDARY"
settings:
newVersionsOnly: true # Only load this enchantment if server version is 1.13 or higher
applies:
- TRIDENT
levels:
1:
chance: 5
cooldown: 3
effects:
- "POTION:SLOW:0:100 %victim%"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "MESSAGE:&4You're bleeding! %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
2:
chance: 8
cooldown: 3
effects:
- "POTION:SLOW:0:100 %victim%"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "MESSAGE:&4You're bleeding! %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
3:
chance: 11
cooldown: 5
effects:
- "POTION:SLOW:0:100 %victim%"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "MESSAGE:&4You're bleeding! %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
4:
chance: 14
cooldown: 6
effects:
- "POTION:SLOW:0:100 %victim%"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "MESSAGE:&4You're bleeding! %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
- "WAIT:20"
- "ADD_HARM:<random number>1-3</random number> %victim%"
jellylegs:
display: "%group-color%Jelly Legs"
description: "Chance to negate fall damage."
applies-to: "Boots"
type: "FALL_DAMAGE"
group: "ULTIMATE"
applies:
- ALL_BOOTS
levels:
1:
chance: 40
effects:
- "STOP_ATTACK"
2:
chance: 80
effects:
- "STOP_ATTACK"
3:
effects:
- "STOP_ATTACK"
wings:
display: "%group-color%Wings"
description: "Allows flying when worn."
applies-to: "Boots"
type: "EFFECT_STATIC"
group: "LEGENDARY"
applies:
- ALL_BOOTS
levels:
1:
effects:
- "FLY"
aquatic:
display: "%group-color%Aquatic"
description: "Breathe underwater."
applies-to: "Helmets"
type: "EFFECT_STATIC"
group: "SIMPLE"
applies:
- ALL_HELMET
levels:
1:
effects:
- "POTION:WATER_BREATHING:0"
smelting:
display: "%group-color%Smelting"
description: "Chance to smelt mined blocks."
applies-to: "Pickaxes"
type: "MINING"
group: "SIMPLE"
applies:
- ALL_PICKAXE
- ALL_SHOVEL
levels:
1:
chance: 33
effects:
- "SMELT"
2:
chance: 66
effects:
- "SMELT"
3:
chance: 100
effects:
- "SMELT"
experience:
display: "%group-color%Experience"
description: "Chance to get more experience from ores."
applies-to: "Tools"
type: "MINING"
group: "SIMPLE"
applies:
- ALL_PICKAXE
- ALL_SPADE
- ALL_AXE
levels:
1:
chance: 15
cooldown: 1
condition: "%block type% contains ORE : %allow%"
effects:
- "EXP:<random number>2-5</random number>"
2:
chance: 30
cooldown: 2
condition: "%block type% contains ORE : %allow%"
effects:
- "EXP:<random number>2-5</random number>"
3:
chance: 45
cooldown: 3
condition: "%block type% contains ORE : %allow%"
effects:
- "EXP:<random number>2-5</random number>"
4:
chance: 60
cooldown: 4
condition: "%block type% contains ORE : %allow%"
effects:
- "EXP:<random number>2-5</random number>"
5:
chance: 75
cooldown: 5
condition: "%block type% contains ORE : %allow%"
effects:
- "EXP:<random number>2-5</random number>"
hasten:
display: "%group-color%Hasten"
description: "Chance to gain Haste after breaking blocks."
applies-to: "Tools"
type: "MINING"
group: "SIMPLE"
applies:
- ALL_PICKAXE
- ALL_SPADE
- ALL_AXE
levels:
1:
chance: 15
cooldown: 3
effects:
- "POTION:FAST_DIGGING:0:40"
2:
chance: 25
cooldown: 3
effects:
- "POTION:FAST_DIGGING:1:60"
3:
chance: 45
cooldown: 3
effects:
- "POTION:FAST_DIGGING:2:80"
haste:
display: "%group-color%Haste"
description: "Allows you to swing your tools faster."
applies-to: "Tools"
type: "HELD"
group: "FABLED"
applies:
- ALL_PICKAXE
- ALL_SPADE
- ALL_AXE
levels:
1:
effects:
- "POTION:FAST_DIGGING:0"
2:
effects:
- "POTION:FAST_DIGGING:1"
3:
effects:
- "POTION:FAST_DIGGING:2"
rebreather:
display: "%group-color%Rebreather"
description: "Chance to regain air\nwhen mining under water."
applies-to: "Pickaxe"
type: "MINING"
group: "SIMPLE"
applies:
- ALL_PICKAXE
levels:
1:
cooldown: 3
chance: 30
effects:
- "FILL_OXYGEN"
2:
cooldown: 3
chance: 60
effects:
- "FILL_OXYGEN"
glowing:
display: "%group-color%Glowing"
description: "Gives permanent night vision."
applies-to: "Helmet"
type: "EFFECT_STATIC"
group: "SIMPLE"
applies:
- ALL_HELMET
levels:
1:
effects:
- "POTION:NIGHT_VISION:0"
decapitation:
display: "%group-color%Decapitation"
description: "Chance to have opponents\nhead drop on death."
applies-to: "Swords, Axes"
type: "KILL_PLAYER"
group: "SIMPLE"
applies:
- ALL_SWORD
- ALL_AXE
levels:
1:
chance: 5
cooldown: 10
effects:
- "DROP_HEAD %victim%"
2:
chance: 10
cooldown: 10
effects:
- "DROP_HEAD %victim%"
3:
chance: 15
cooldown: 10
effects:
- "DROP_HEAD %victim%"
forcefield:
display: "%group-color%Forcefield"
description: "Chance to push away your opponent."
applies-to: "Swords"
type: "ATTACK;ATTACK_MOB"
group: "SIMPLE"
applies:
- ALL_SWORD
levels:
1:
chance: 30
cooldown: 12
effects:
- "PULL_AWAY:1.0 %victim%"
2:
chance: 36
cooldown: 12
effects:
- "PULL_AWAY:1.5 %victim%"
3:
chance: 42
cooldown: 12
effects:
- "PULL_AWAY:2.0 %victim%"
4:
chance: 48
cooldown: 13
effects:
- "PULL_AWAY:2.5 %victim%"
5:
chance: 54
cooldown: 13
effects:
- "PULL_AWAY:3.0 %victim%"
epicness:
display: "%group-color%Epicness"
description: "Gives particles and sound effects."
applies-to: "Swords"
type: "ATTACK;ATTACK_MOB"
group: "SIMPLE"
applies:
- ALL_SWORD
levels:
1:
chance: 20
cooldown: 3
effects:
- "PARTICLE:SMOKE_LARGE:50:1 %victim%"
- "PLAY_SOUND:ENTITY_GHAST_SCREAM"
2:
chance: 40
cooldown: 3
effects:
- "PARTICLE:SMOKE_LARGE:50:1 %victim%"
- "PLAY_SOUND:ENTITY_GHAST_SCREAM"
3:
chance: 60
cooldown: 3
effects:
- "PARTICLE:SMOKE_LARGE:50:1 %victim%"
- "PLAY_SOUND:ENTITY_GHAST_SCREAM"
famine:
display: "%group-color%Famine"
description: "A chance to give your opponent the hunger effect."
applies-to: "Weapons"
type: "ATTACK"
group: "UNIQUE"
applies:
- ALL_SWORD
- ALL_AXE
levels:
1:
chance: 12
cooldown: 8
effects:
- "POTION:HUNGER:0:80 %victim%"
2:
chance: 15
cooldown: 8
effects:
- "POTION:HUNGER:0:120 %victim%"
3:
chance: 18
cooldown: 8
effects:
- "POTION:HUNGER:1:80 %victim%"
4:
chance: 22
cooldown: 8
effects:
- "POTION:HUNGER:1:120 %victim%"
berserk:
display: "%group-color%Berserk"
description: "Chance of strength\nand mining fatigue."
applies-to: "Swords, Axes"
type: "ATTACK;ATTACK_MOB"
group: "UNIQUE"
applies:
- ALL_AXE
- ALL_AXE
levels:
1:
chance: 4
cooldown: 8
effects:
- "POTION:SLOW_DIGGING:0:60 %attacker%"
- "POTION:INCREASE_DAMAGE:0:60 %attacker%"
2:
chance: 8
cooldown: 7
effects:
- "POTION:SLOW_DIGGING:0:80 %attacker%"
- "POTION:INCREASE_DAMAGE:0:80 %attacker%"
3:
chance: 12
cooldown: 6
effects:
- "POTION:SLOW_DIGGING:0:100 %attacker%"
- "POTION:INCREASE_DAMAGE:0:100 %attacker%"
4:
chance: 16
cooldown: 5
effects:
- "POTION:SLOW_DIGGING:1:80 %attacker%"
- "POTION:INCREASE_DAMAGE:1:80 %attacker%"
5:
chance: 20
cooldown: 4
effects:
- "POTION:SLOW_DIGGING:1:100 %attacker%"
- "POTION:INCREASE_DAMAGE:1:100 %attacker%"
reflect:
display: "%group-color%Reflect"
description: "Absorb enemy damage and\nreflect it back."
applies-to: "Armor"
type: "DEFENSE;DEFENSE_MOB"
group: "UNIQUE"
applies:
- ALL_ARMOR
levels:
1:
chance: 3
cooldown: 5
effects:
- "STOP_ATTACK"
- "ADD_HARM:%damage% %attacker%"
- "CACTUS_BREAK %victim%"
2:
chance: 4
cooldown: 5
effects:
- "STOP_ATTACK"
- "ADD_HARM:%damage% %attacker%"
- "CACTUS_BREAK %victim%"
3:
chance: 5
cooldown: 5
effects:
- "STOP_ATTACK"
- "ADD_HARM:%damage% %attacker%"
- "CACTUS_BREAK %victim%"
4:
chance: 6
cooldown: 5
effects:
- "STOP_ATTACK"
- "ADD_HARM:%damage% %attacker%"
- "CACTUS_BREAK %victim%"
5:
chance: 7
cooldown: 5
effects:
- "STOP_ATTACK"
- "ADD_HARM:%damage% %attacker%"
- "CACTUS_BREAK %victim%"
ward:
display: "%group-color%Ward"
description: "A chance to absorb enemy damage"
applies-to: "Armor"
type: "DEFENSE;DEFENSE_MOB"
group: "UNIQUE"
applies:
- ALL_ARMOR
levels:
1:
chance: 3
cooldown: 5
effects:
- "STOP_ATTACK"
2:
chance: 7
cooldown: 5
effects:
- "STOP_ATTACK"
3:
chance: 11
cooldown: 5
effects:
- "STOP_ATTACK"
4:
chance: 15
cooldown: 5
effects:
- "STOP_ATTACK"
explosive:
display: "%group-color%Explosive"
description: "Chance for arrows to explode."
applies-to: "Bow"
type: "BOW;BOW_MOB"
group: "UNIQUE"
applies:
- BOW
levels:
1:
chance: 20
cooldown: 7
effects:
- "TNT %victim%"
2:
chance: 30
cooldown: 8
effects:
- "TNT %victim%"
3:
chance: 40
cooldown: 8
effects:
- "TNT %victim%"
4:
chance: 50
cooldown: 8
effects:
- "TNT %victim%"
5:
chance: 60
cooldown: 9
effects:
- "TNT %victim%"
frenzy:
display: "%group-color%Frenzy"
description: "Chance for arrows to explode."
applies-to: "Crossbow"
type: "BOW;BOW_MOB"
group: "UNIQUE"
applies:
- CROSSBOW
levels:
1:
chance: 20
cooldown: 7
effects:
- "TNT %victim%"
2:
chance: 30
cooldown: 8
effects:
- "TNT %victim%"
3:
chance: 40
cooldown: 8
effects:
- "TNT %victim%"
4:
chance: 50
cooldown: 8
effects:
- "TNT %victim%"
5:
chance: 60
cooldown: 9
effects:
- "TNT %victim%"
featherweight:
display: "%group-color%Featherweight"
description: "Chance to get a burst of haste."
applies-to: "Swords, Axes"
type: "ATTACK;ATTACK_MOB"
group: "UNIQUE"
applies:
- ALL_SWORD
- ALL_AXE
levels:
1:
chance: 35
cooldown: 2
effects:
- "POTION:FAST_DIGGING:0:60"
2:
chance: 55
cooldown: 2
effects:
- "POTION:FAST_DIGGING:1:80"
3:
chance: 75
cooldown: 2
effects:
- "POTION:FAST_DIGGING:2:100"
molten:
display: "%group-color%Molten"
description: "Chance of setting your attacker ablaze."
applies-to: "Armor"
type: "DEFENSE;DEFENSE_MOB"
group: "UNIQUE"
applies:
- ALL_ARMOR
levels:
1:
chance: 21
cooldown: 2
effects:
- "FLAME:2 %attacker%"
2:
chance: 32
cooldown: 2
effects:
- "FLAME:4 %attacker%"
3:
chance: 49
cooldown: 2
effects:
- "FLAME:6 %attacker%"
4:
chance: 63
cooldown: 2
effects:
- "FLAME:8 %attacker%"
ravenous:
display: "%group-color%Ravenous"
description: "Chance to regain hunger\nwhile fighting."
applies-to: "Swords, Axes"
type: "ATTACK;ATTACK_MOB"
group: "UNIQUE"
applies:
- ALL_SWORD
- ALL_AXE
levels:
1:
chance: 14
cooldown: 2
effects:
- "ADD_FOOD:<random number>1-4</random number> %attacker%"
2:
chance: 18
cooldown: 2
effects:
- "ADD_FOOD:<random number>1-4</random number> %attacker%"
3:
chance: 22
cooldown: 2
effects:
- "ADD_FOOD:<random number>1-4</random number> %attacker%"
4:
chance: 26
cooldown: 2
effects:
- "ADD_FOOD:<random number>1-4</random number> %attacker%"
veinminer:
display: "%group-color%Vein Miner"
description: "Mine entire vein of ores"
applies-to: "Pickaxes"
group: "ELITE"
type: "MINING"
applies:
- "ALL_PICKAXE"
levels:
1:
chance: 15
cooldown: 4
effects:
- "VEIN_MINE"
2:
chance: 35
cooldown: 3
effects:
- "VEIN_MINE"
3:
effects:
- "VEIN_MINE"
telepathy:
display: "%group-color%Telepathy"
description: "Automatically places blocks broken\nby tools in your inventory."
applies-to: "Tools"
type: "MINING"
group: "UNIQUE"
applies:
- ALL_PICKAXE
- ALL_SPADE
- ALL_AXE
levels:
1:
chance: 40
effects:
- "TP_DROPS"
2:
chance: 60
effects:
- "TP_DROPS"
3:
chance: 80
effects:
- "TP_DROPS"
4:
effects:
- "TP_DROPS"
explosivedemise:
display: "%group-color%Explosive Demise"
description: "Summon creepers as your guards\nwhen near death."
applies-to: "Leggings"
type: "DEFENSE;DEFENSE_MOB"
group: "UNIQUE"
applies:
- ALL_LEGGINGS
levels:
1:
chance: 13
cooldown: 3
condition:
- "%victim health% > 6 : %stop%"
effects:
- "GUARD:CREEPER:%victim%"
- "POTION:BLINDNESS:0:40 %attacker%"
2:
chance: 17
cooldown: 3
condition:
- "%victim health% > 6 : %stop%"
effects:
- "GUARD:CREEPER:%victim%"
- "POTION:BLINDNESS:0:60 %attacker%"
3:
chance: 24
cooldown: 3
condition:
- "%victim health% > 7 : %stop%"
effects:
- "GUARD:CREEPER:%victim%"
- "POTION:BLINDNESS:0:100 %attacker%"