YAML:
#If you modify anything in this config, all comments and notations will be removed.
#You can view an online version of this at https://github.com/MSWS/FreakyEnchants/blob/master/config.yml
#############################
# #
# Global Settings #
# #
#############################
#How status messages will be sent.
#ACTIONBAR: Messages will be sent via the action bar
#CHAT: Messages will be sent via chat - May get spammy
StatusMessages: ACTIONBAR #Options: ACTIONBAR, CHAT
HelpLength: 10 #Unused
ConfigVersion: '1.1.3' #I recommend not changing this. This will notify you if your config is outdated.
#NPC Settings
NPC:
Type: VILLAGER #The EntityType that the entity will be
Name: '&a&lEnchanter' #The name that will be visible above the NPC's head
AllowRightClick: true
AllowLeftClick: true
Updater:
OnEnable: true #If true, FreakyEnchants will log in console when enabled if a new version is available
OnJoin: true #If true, players with permission freakyenchants.autoupdater will be notified about new versions
Changelog: #If true, FreakyEnchants will grab the changelog from Github and display them in console/game
OnEnable: true
OnJoin: true
Economy:
#What sort of economy/currency should be used? TOKEN is FreakyEnchant's custom currency
#Set to vault if you want to use with Essentials or other Vault compatible plugins
#XP is the player's experience level
Type: TOKEN #Options: TOKEN, VAULT, XP
Precision: 2
#What world(s) will certain enchantments be disabled in?
DisabledWorlds:
All: #All enchantments will be disabled in these worlds
- world_nether
excavation: #The excavation enchantment will be disabled in these worlds
- world_the_end
#autograb: #(This would disable autograb in the "nograbbing" world)
#- nograbbing
#############################
# #
# Sound Settings #
# #
#############################
Sounds:
GoToMain:
Name: BAT_LOOP
Volume: 2
Pitch: 2
#Enabled: false #If you want to disable certain sounds
PurchasedEnchantment: #In /enchanter GUI
Name: LEVEL_UP
Volume: 2
Pitch: 2
SelectedEnchantment: #In /redeem GUI
Name: CLICK
Volume: 2
Pitch: 2
InsufficientFunds:
Name: VILLAGER_NO
Volume: 2
Pitch: 2
IterateLevels:
Name: NOTE_PLING
NextInventory:
Name: CLICK
Volume: 1
Pitch: 2
EnchantmentAdded:
Name: LEVEL_UP
Volume: 2
Pitch: 1
OpenEnchantmentInventory:
Name: ANVIL_USE
Volume: 1
Pitch: 2
CloseEnchantmentInventory:
Name: ENDERMAN_TELEPORT
Pitch: 2
OpenRedeemInventory:
Name: CHEST_OPEN
Volume: .5
Pitch: 1
CloseRedeemInventory:
Name: CHEST_CLOSE
Volume: .5
TokenDeleted:
Name: ANVIL_BREAK
Volume: 1.5
Pitch: .5
#############################
# #
# GUI Settings #
# #
#############################
EnchantmentSuffix:
Level:
- ''
- '&7(Right-Click to go up to &e%level% levels&7)'
Price:
- ''
- '&a&lPrice: &a%price% Token%s%'
DefaultSpawnedItemsType: 'COMMAND'
NoTokens:
Icon: 'BARRIER'
Name: '&c&lNo tokens'
Lore:
- '&7You do not have any'
- '&7redeemable tokens'
- ''
- '&7Purchase some with &a/enchanter'
TokenTitle: '&e&lEnchantment Token'
TokenDeleteLine: '&c&l[Q] To Delete'
#############################
# #
# Enchantment Settings #
# #
#############################
#Probability:
# 1: 5 #The level I enchantment will have a %5 chance of activating
# 2: 10 #The level II enchantment will have a %10 chance of activating
# 5: 20 #The level V enchantment will have a %20 chance of activating
# Levels III - IV will have a %10 percent as it is the closest lowest specificed chance
#What blocks will autosmelt affect?
#For example, IRON_ORE will be changed into IRON_INGOT
AutoSmeltDrops:
IRON_ORE: IRON_INGOT
GOLD_ORE: GOLD_INGOT
COBBLESTONE: STONE
WitherPoint:
Affects:
Generic: true #If unspecified, should WitherPoint affect it?
CREEPER: true #Should WitherPoint affect Creepers?
PLAYER: true #Should WitherPoint affect Players?
#ZOMBIE: false #(This would make WitherPoint not affect Zombies)
Probability:
1: 2
2: 4
3: 5
4: 10
5: 12
SecondsPerLevel: 5000
EffectType: WITHER
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &f&lWITHERED &e&l\u2733\u2726\u2739" #Set to '' to disable, you can safely remove this line
Excavation:
BonusAmount: #The radius that each level will break
1: 3
2: 5
3: 7
PlayEffect: true #If true the server will play a block break effect
AllowCreative: false
IteratePer: 1 #Ticks, 20 ticks in a second
MaxBlocks: 500 #Maximum blocks to change per iteration
DontBreak: #Blocks that excavation won't break
- BEDROCK
- OBSIDIAN
Rage:
Multiplier:
1: 1.05
2: 1.1
3: 1.2
4: 1.3
5: 1.5
ResetAfterKill: true #If true then the multiplier will be reset once the player kills an entity
ToxicPoint:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 10
3: 12
4: 15
5: 20
SecondsPerLevel: 5000
EffectType: POISON
Amplifier:
1: 0
SuccessMessage: "&e&l\u2739\u2726\u2733 &5&lPOISONED &e&l\u2733\u2726\u2739"
Freeze:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 7
3: 10
4: 13
5: 15
SecondsPerLevel: 5000
EffectType: SLOW
Amplifier:
1: 0
SuccessMessage: "&e&l\u2739\u2726\u2733 &d&lSLOWNESS &e&l\u2733\u2726\u2739"
Revive:
MinimumHealth: 5 #The minimum level of health (0-20) that is required for the enchantment to work
BonusAmount: #How much health points each level should restore
1: 3
2: 5
3: 8
Probability:
1: 5
2: 10
3: 15
4: 17
5: 20
SuccessMessage: "&e&l\u2739\u2726\u2733 &a&lREGENERATED &e&l\u2733\u2726\u2739"
StormBreaker:
Probability:
1: 1
2: 2
3: 5
4: 10
5: 15
SuccessMessage: "&e&l\u2739\u2726\u2733 &e&lSMITED &e&l\u2733\u2726\u2739"
Nightshade:
Affects:
Generic: true
CREEPER: true
PLAYER: true
Probability:
1: 5
2: 7
3: 10
4: 13
5: 15
SecondsPerLevel: 5000
EffectType: BLINDNESS
Amplifier:
1: 0
4: 2
5: 3
SuccessMessage: "&e&l\u2739\u2726\u2733 &7&lBLINDED &e&l\u2733\u2726\u2739"
Severed:
Probability:
1: 1
2: 2
3: 4
4: 5
5: 10
SuccessMessage: "&e&l\u2739\u2726\u2733 &3&lSKULL DROP &e&l\u2733\u2726\u2739"
Hearty:
BonusAmount: #Note that this effect stacks with multiple pieces of armor
1: 2
2: 3
3: 4
4: 5.5
5: 6
Spring:
EffectType: JUMP
Amplifier:
1: 0
2: 1
3: 2
Speed:
EffectType: SPEED
Amplifier:
1: 0
2: 1
3: 3
HeatShield:
EffectType: FIRE_RESISTANCE
Amplifier:
1: 0
Summoner:
Probability:
1: 5
2: 10
EntityType: IRON_GOLEM #It is recommended to set this to a Creature, one that can target Players
#(Examples: Iron golem, wolves, snowmen, etc.)
BonusAmount:
1: 1
2: 2
SuccessMessage: "&e&l\u2739\u2726\u2733 &7&lSUMMONED &e&l\u2733\u2726\u2739"
Stun:
Probability:
1: 10
2: 15
3: 20
BonusAmount: #How long each level will stun the target in milliseconds
1: 3000
SuccessMessage: "&e&l\u2739\u2726\u2733 &e&lSTUNNEDD &e&l\u2733\u2726\u2739"
WitherShot:
SecondsPerLevel: 5000
EffectType: WITHER
Probability:
1: 10
2: 20
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &f&lWITHERED &e&l\u2733\u2726\u2739"
ToxicShot:
SecondsPerLevel: 5000
EffectType: POISON
Probability:
1: 5
2: 20
Amplifier:
1: 0
3: 1
SuccessMessage: "&e&l\u2739\u2726\u2733 &5&lPOISONED &e&l\u2733\u2726\u2739"
Barrage:
RequireFullCharge: true
UseInventoryArrows: true
AllowInfinity: true
OffsetInaccuracy: .5 #The distance between each arrow
Spread: 1.0 #The spread of the arrows
Speed: 3.0 #The speed of the arrows
BonusAmount: #How many extra arrows will be shot per level
1: 2
2: 3
3: 5
ExtraXP:
MustBeSolid: true #If true then the mined block must be solid
Probability: #The probability (per block) to reward the player
1: 5
2: 8
3: 10
4: 12
5: 15
BonusAmount: #The amount of XP to reward
1: 1
3: 2
5: 3
SuccessMessage: "&e&l\u2739\u2726\u2733 &a&lXP GAINED &e&l\u2733\u2726\u2739"
SelfDestruct:
BreakBlocks: false
BonusAmount: #Explosion power
1: 1
2: 2
3: 3
EnderShot:
Cooldown:
Actionbar:
Enabled: true
Message: '&7(EnderShot) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &d&lEnderShot Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
#Message: '&5&l[&5EnderShot &erefreshed&5&l]'
TeleportSound:
Enabled: true
Name: ENDERMAN_TELEPORT
Pitch: 1
Volume: 2
DeleteArrow: true
BonusAmount: #Cooldown duration (in milliseconds)
1: 20000
2: 18000
3: 15000
4: 12000
5: 10000
Burning:
Probability:
1: 5
2: 10
3: 15
4: 20
5: 25
BonusAmount: #Fireticks per level (20 ticks in a second)
1: 20
2: 30
3: 40
4: 80
5: 100
SuccessMessage: "&e&l\u2739\u2726\u2733 &6&lENFLAMED &e&l\u2733\u2726\u2739"
TreeFeller:
BonusAmount: #Delay (in ticks) per log block
1: 10
2: 8
3: 5
4: 3
5: 1
Sound:
Name: DIG_WOOD
Pitch: 1
Volume: 2
FrostWalker:
BonusAmount: #Range of effect
1: 3
2: 4
3: 5
4: 6
5: 7
Lifetime: 200 #How long the blocks will stay in ticks
BlockTypes:
- 'WOOL:11'
- 'WOOL:9'
- 'WOOL:3'
- 'PACKED_ICE'
- 'ICE'
- 'STATIONARY_WATER'
NetherWalker:
BonusAmount: #Range of effect
1: 2
2: 3
3: 4
4: 5
5: 6
Lifetime: 50 #How long the blocks will stay in ticks
BlockTypes:
- 'STAINED_CLAY:14'
- 'STAINED_CLAY:1'
- 'WOOL:1'
- 'STAINED_CLAY:4'
- 'WOOL:4'
- 'LAVA'
Tripper:
BonusAmount: #Amount for vertical KB
1: .25
2: .3
3: .4
4: .5
5: .75
DoubleJump:
Cooldown:
Actionbar:
Enabled: true
Message: '&7(DoubleJump) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &a&lDouble Jump Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
#Message: '&5&l[&aDoubleJump &erefreshed&5&l]'
Strength: 1.5
JumpSound:
Name: GHAST_FIREBALL
Volume: 2
BonusAmount: #Cooldown duration (in milliseconds)
1: 15000
2: 13000
3: 10000
4: 7000
5: 5000
ChainReaction:
Reiterate: true #Should entities that be hit also affect entities that are in range of them?
Radius: #The radius to damage entities by
1: 2
2: 2.5
3: 3
4: 4
5: 5
Damage:
1: 1
2: 2
3: 2.5
4: 3
5: 2
OreSeeking:
Cooldown:
Actionbar:
Enabled: false
Message: '&7(OreSeeker) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &a&lOre Seeking Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
Message: "&e&l\u2739\u2726\u2733 &a&lOre Seeking Refreshed &e&l\u2733\u2726\u2739"
NotFound: '&cNo ore found.'
Found: '&e%type% &7found within &a%distance% &7blocks.'
Delay: '&aOre Seeker &7will be available in &e%time%&7.'
IncludeOres:
- 'DIAMOND_ORE'
- 'GOLD_ORE'
- 'IRON_ORE'
- 'REDSTONE_ORE'
- 'LAPIS_ORE'
- 'COAL_ORE'
- 'QUARTZ_ORE'
- 'EMERALD_ORE'
BonusAmount: #Cooldown duration (in milliseconds)
1: 300000
2: 240000
3: 180000
4: 120000
5: 60000
Range: #Range for the orechecker
1: 5
2: 5
3: 7
4: 8
5: 10
Alarmer:
Sound: 'NOTE_PLING'
Volume: 2
PlayEvery: 5 #How often the sound should be played in ticks
Range:
1: 5
2: 7
3: 10
4: 15
5: 20
Chucker:
IgnoreCreative: false
ThrowSound:
Enabled: true
Name: 'PISTON_EXTEND'
Pitch: 1
Volume: 1.5
HitSound:
Name: 'BLAZE_HIT'
Particle:
Enabled: true
Type: 'FLAME'
DamageAmount:
1: 2
2: 4
3: 5
4: 7
5: 8
ThrowStrength:
1: 1
2: 1.5
3: 2
4: 3
5: 3.5
Recall:
RecallSound:
Name: 'ENDERMAN_TELEPORT'
Electric:
DeleteArrow: false
PrepareSound:
Name: 'PISTON_EXTEND'
Pitch: 2
Cooldown:
Actionbar:
Enabled: true
Message: '&7(Electric) %bar% &7%time%'
CompleteMessage: "&e&l\u2739\u2726\u2733 &e&lElectric Arrow Refreshed &e&l\u2733\u2726\u2739"
Bar:
Length: 20
ProgChar: "&c\u258D"
LeftChar: "&4\u258D"
Sound:
Enabled: true
Name: NOTE_PLING
Pitch: 2
Volume: 2
Chat:
Message: "&e&l\u2739\u2726\u2733 &e&lElectric Arrow Refreshed &e&l\u2733\u2726\u2739"
Prepared: '&e&lElectirc Arrow Loaded'
BonusAmount:
'1': 60000
'2': 50000
'3': 40000
'4': 30000
'5': 20000
- Do not sell, redistribute, and/or decompile this plugin.
- Updates are free, unless otherwise specified.
- Do not cancel, chargeback, and/or refund any payments.
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