FreakyEnchants - 40+ Custom Enchantments (GUI & NPC Support) [1.8 - 1.12.2] $5.00

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MSWS

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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 This will notify you if your config is outdated.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.
This plugin uses bStats to track anonymous data about servers using this plugin.

 
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Drub.

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Is there a server I can test this on?
Just to see what those enchatments do, etc.

Kind regards,
~ Drub
 

MSWS

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Is there a server I can test this on?
Just to see what those enchatments do, etc.

Kind regards,
~ Drub
There is no public test server at the moment (Add me on Discord if you'd like me to set one up temporarily). You can view a description of each enchantment (and what they do) here.
 

MSWS

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Is there a server I can test this on?
Just to see what those enchatments do, etc.

Kind regards,
~ Drub
A public test server has been created. IP: MSWS.XYZ
 
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Dredlore

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Are the enchants only obtainable via the Gui or can they be given out as part of a store or rewards system?
 

MSWS

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Are the enchants only obtainable via the Gui or can they be given out as part of a store or rewards system?
Enchantment “tokens” can be given out by /giveenchant [Player] [Enchant] <Level> and then redeemed by the player with /redeem
 
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