Enchantments

Enchantments

  • Note: As of 2.8-beta2 you can enable "enchantments_use_unsafe to allow any enchantment on any tool; and, you can enable enchantments_ignore_level to allow enchantment levels above the normal max level.

When you specify an enchantment on an item, the format looks like this (<> means required, [] means optional):

<ItemName>@[DamageValue]!<EnchantmentName1>#[EnchantLevel1]!<EnchantmentName2>#[EnchantLevel2] etc.

An example would look like this:

GOLD_SWORD@!DAMAGE_ALL#2!FIRE_ASPECT#5 (A gold sword with sharpness II and fire aspect V)

The default enchantment level is 1, if not specified.

As tools

Enchantments can be used as a tool condition - eg:

  SKELETON:
  - tool: DIAMOND_SWORD@!DAMAGE_ALL   # this means it will only perform this drop if an appropriately enchanted diamond sword is used
    drop: DIAMOND

As drops

Enchantments can also be dropped by adding them after the tool, weapon or armour's data value. Even if you add no data value you still need the "@" symbol before adding the enchantment with the "!" symbol - eg.

  ZOMBIE:
    - drop: DIAMOND_SWORD@!DAMAGE_ALL#4!FIRE_ASPECT#2/1/1%  # this will drop 1 enchanted weapon (damage all level 4 and fire aspect level 2) with a 1% chance of drop

Values you can use (check here for Bukkit's most up-to-date list):

Enchantment nameToolStartlevelMaxlevel
ARROW_DAMAGEBOW15
ARROW_FIREBOW11
ARROW_INFINITEBOW11
ARROW_KNOCKBACKBOW12
DAMAGE_ALLWEAPON15
DAMAGE_ARTHROPODSWEAPON15
DAMAGE_UNDEADWEAPON15
DIG_SPEEDTOOL15
DURABILITYTOOL13
FIRE_ASPECTWEAPON12
KNOCKBACKWEAPON12
LOOT_BONUS_BLOCKSTOOL13
LOOT_BONUS_MOBSWEAPON13
OXYGENHELMET ONLY13
PROTECTION_ENVIRONMENTALARMOR14
PROTECTION_EXPLOSIONSARMOR14
PROTECTION_FALLBOOTS ONLY14
PROTECTION_FIREARMOR14
PROTECTION_PROJECTILEARMOR14
THORNSARMOR13
SILK_TOUCHTOOL11
WATER_WORKERHELMET ONLY11

(tool = pickaxe/shovel/axe)


Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes