∎Enchantment Forge improves enchantments and spells and offers a unique enchanting system. Also adding many other items, such as enchantment slots, essence, enchantment dust, and more. ∎ Enchantments and spells are similar, although, enchantments can be used forever, spells have a certain amount of usage, however, spells can be enabled and disabled at any given moment. ∎ By default, there are a bunch of pre-made enchantments(60+) and a few spells (more spells in development), though all enchantments and spells are optional and completely and fully customizable. Enchantments and spells can be created and modified using an easy GUI-based generation system, without any file configuration. ∎ Enchantment forging, merging, extraction, and item mending can be done using stations. There are 4 stations - forger, merger, extractor, and mender. A station is a custom, interactable, hologram table used to enchant or repair items and create or extract enchantments. Stations can be removed by right-clicking and sneaking for a few seconds.
Note!!! ∎When making a review, write it about features this plugin has, not those that are missing, and be helpful and supportive.
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Plugin Preview
Enchantment forger
Enchanted items
Enchantment orbs
Enchantment preview
Essence, regular, and godly enchantment slots
Support
- If you have any error or bug reports, or just need help with this plugin, or have a suggestion feel free to join my discord server, or if you don't use discord you can write me in discussions, although, response time may be longer. - If you just bought Enchantment Forge and didn't receive access to download it, then join my discord server to get verified.
Requirements
- To use this plugin you must have Minecraft server version 1.14 or above and at least Java 16. - If you want to use economy then your server must use Vault.
Installation
a) download the EnchantmentForge plugin b) put the jar file into your plugin folder c) start or restart your server d) do /ef storage enchantments load #all - to load all default enchantments into your server (optional) e) do /ef storage spells load #all - to load all default spells into your server (optional) f) do /ef update #all- to update all enchantments (however, a full server restart is better)
After installation to start enchanting use /ef give station FORGER and MERGER to give the custom enchantment forger and merger. By default, stations can only be placed by server operators in creative mode (can be changed in the configuration file).
Premade enchantments and spells
More detailed information about each enchantment and spell can be found in-game by using /enchantments and /spells
Basic
Aqua Affinity - increases mining speed underwater (Helmet) Armored -decreases incoming damage from explosions (Leggings) Depth Strider - increases swimming speed in water (Boots) Efficiency - increases mining speed (Tools) Feast -satisfies hunger and saturation when attacked (Armor) Feed -satisfies hunger and saturation when fishing (Fishing Rod) Flame -sets a mob on fire when shooting (Bow, Crossbow) Frost -inflicts slowness when attacked (Leggings) Illumination -illuminates all mobs in a radius when shooting (Bow, Crossbow, Trident) Magma -sets a mob on fire when attacking (Sword) Nourish -satisfies hunger and saturation when mining (Tools) Recoil -repels a mob when attacked (Shield) Reduction -reduces incoming damage when attacked (Armor) Respiration -increases breathing underwater (Helmet) Venomous -inflicts poison in a radius when attacking (Sword, Trident) Void -inflicts blindness in a radius when shooting (Bow, Crossbow)
Unique
Agility -gives speed to you and inflicts slowness to attacked when attacked (Shield) Bleed - inflicts bleed, dealing damage every 1.5 seconds for 7.5 seconds, when attacking (Sword, Axe) Expander - transforms nearby dirt block into farmland (Hoe) Loyalty -returns your trident upon impact (Trident) Luck -increases other enchantment chance (Armor) Lure -decreases waiting time when fishing (Fishing Rod) Piercing -makes an arrow pierce through more mobs (Bow, Crossbow) Rejuvenate -repairs enchanted item (All) Sweeping Edge -increases sweeping damage (Sword) Thorns -deals back damage to the attacker when attacked (Armor) Toxicity -inflicts wither in a radius when attacked (Helmet) Unbreaking - a chance to cancel incoming durability damage (All)
Heroic
Acceleration -increases velocity and damage of an arrow when shooting (Bow, Crossbow) Aegis -turns incoming damage into absorption health when attacked (Armor) Alleviate -turns outgoing damage into health when attacking (Sword, Trident) Channeling -strikes lightning upon impact (Trident) Critical -increases outgoing damage when attacking (Sword) Dullness -decreases incoming enchantment chance (Shield) Feather Falling -decreases fall damage (Boots) Fortune -increases ore drops (Tools) Guarding -gives resistance when attacked (Shield) Heroism -gives strength when attacked (Chestplate) Knowledge -increases experience gain (Tools) Looting -increases dropped mob loot (Sword, Trident) Mending -turns experience into durability damage (All) Multishot -shoots multiple arrows (Crossbow) Quick Charge -reduces crossbow change time (Crossbow) Sickness -inflicts nausea and weakness when shooting (Bow, Crossbow) Soul Speed -increases movement speed on soul sand or soul soil (Boots) Spikes - deals back damage to the attacked when attacked (Shield) Swift Sneak - increases movement speed while crouching (Leggings) Treasure -increase chances of fishing a treasure (Fishing Rod) Wisdon -increases experience gains (Weapons)
Eternal
Brutal Flame -sets all mobs in a radius on fire when shooting (Bow, Crossbow) Endless Knowledge -increases experience gain (Tools) Forceful Guarding -gives resistance when attacked (Shield) Heavenly Feast -satisfies hunger and saturation when attacked (Armor) Infinite Luck -increases other enchantment chance (Armor) Lethal Critical -increases outgoing damage when attacking (Sword) Photonic Acceleration -increases velocity and damage of an arrow when shooting (Bow, Crossbow) Pure Wisdom - increases experience gains (Weapons) Titan Armored -ignores all incoming damage and knockback from explosions (Leggings)
Wise
Angelic Cloning -increases fishing catch (Fishing Rod) Atomic Mirroring -reflects an incoming enchantment when attacked (Shield) Deadly Fracture -reduce durability damage of a player's armor (Sword, Axe) Devil’s Ring - spawns a ring in which all mobs are damaged ignoring armor, for a certain amount of time (Sword, Trident) Devine Resurrection -restores health when close to death (Chestplate) Energetic Charge -give haste when right-clicking (Tools) Mortal Blast -damages and repels all mobs in a radius when shooting (Bow, Crossbow, Trident) Pulsating Bloodlust - deals damage to nearby mobs and heals the player five times every second (Helmet) Spell Breaker -cancels an incoming enchantment when attacked (Leggings) Time Control -halves cooldown time for an enchantment when triggered (Chestplate)
Collector - instantly gives dropped xp to the player, also disabling mending enchantment (Tools, Weapons) Extinguish - extinguishes fire on the body (Leggings) Immunity - full immunity to poison and wither effects (Chestplate) Keeping - same as in vanilla Minecraft Silk Touch (Tools) Lightness - immunity to fall damage (Boots) Oxygen - refills all air when underwater (Helmet) Proximity- increases outgoing damage by 20% (Sword, Trident, Axe) Telepathy - teleports all drops into inventory (Weapons, Tools)
Supported Plugins
Vault - for economy ItemsAdder - for custom items MMOItems - for custom item types Oraxen - for custom items PlaceholderAPI - for custom placeholders
%ef_enchantment_name_raw_<enchantment key>% - unformatted enchantment name
%ef_enchantment_name_<enchantment key>% - formatted enchantment name %ef_enchantment_name_<enchantment key>:<level>% - formatted enchantment name with the given level %ef_item_enchantment_count% - amount of enchantments on the item the player is holding
%ef_item_enchantment_count_<tier key>% - amount of enchantments on the item the player is holding filtered by a tier
%ef_item_enchantment_levels% - total sum of all enchantment levels on the item the player is holding
%ef_item_enchantment_level_<enchantment key>% - the enchantment level on the item the player is holding
%ef_item_enchantment_maximum_level_<enchantment key>% - the maximum level of an enchantment
%ef_item_enchantment_essence_<enchantment key>% - the essence price of this enchantment (if any) on the item the player is holding
%ef_item_spell_count% - amount of spells on the item the player is holding
%ef_item_spell_usage% - total sum of all spell usage on the item the player is holding
%ef_item_spell_usage_<spell key>% - spell usage on the item the player is holding
%ef_item_essence% - essence on the item the player is holding
%ef_item_slots_regular% - regular slots on the item the player is holding
%ef_item_slots_godly% - godly slots on the item the player is holding
%ef_item_slots_regular_limit% - regular slot limit on the item the player is holding
%ef_item_slots_godly_limit% - godly slot limit on the item the player is holding
Commands
Commands for server operators: Command: /enchantmentforge Aliases: ~ /ef
~ /ef create [type^] [arguments*?] [key*?] - to create equations, actions, filters... ~ /ef modify [type^] [key^] - to modify equations, actions, filters, executors... ~ /ef view - to view all types
~ /ef give enchantment [key^] [chance*?] [amount*?] [player^?] [level*?] - to get an enchantment orbs ~ /ef give spell [key^] [usage*] [amount*?] [player^?] - to get a spell scroll ~ /ef give essence [amount*?][player^?] - to get a bottle of essence ~ /ef give dust [dust key^] [percent*?] [amount*?][player^?] - to get a specific enchantment dust ~ /ef give [slot-regular/slot-godly] [slots*] [amount*?][player^?] - to get a regular or godly enchantment slots ~ /ef give station [type^] [amount*?][player^?] - to give station placers ~ /ef give random enchantment [tier^] [chance*] [rolls*] [amount*] [player^?] - to give random enchantment orbs (chance options - [default: -, single: 25, range: 50-75])
~ /ef apply enchantment [key^] [level*] [modifiers*?] - to apply an enchantment to the held item (modifiers: -i = ignore item restriction, -l = ignore level restriction, -il = for both) ~ /ef apply spell [key^] [add/remove/switch] [usage*] - to apply a spell to the held item ~ /ef apply essence [amount*] - to apply essence to the held item (x > 0 - will add, x = 0 - will clear, x < 0 - will subtract) ~ /ef apply slot-regular [amount*] - to apply regular enchantment slots to the held item (x > 0 - will add, x = 0 - will clear, x < 0 - will subtract) ~/ef apply slot-godly [amount*]- to apply godly enchantment slots to the held item(x > 0 - will add, x = 0 - will clear, x < 0 - will subtract)
~ /ef storage [enchantment/spell] save [key^] - to save an enchantment or spell to a file ~ /ef storage [enchantment/spell] load [key^] - to load an enchantment or spell from a file
~ /ef object place station [type^] [validate^?] - to place a station at your position (validate is true by default, using false will ignore nearby stations or block obstructions) ~ /ef object break station [radius*?] - to remove all loaded stations in a certain radius (radius is 1 by default)
~ /ef update #all - to reload everything ~ /ef update configuration - to reload the configuration file ~ /ef update language - to reload the language file ~ /ef update stations - to reload stations ~ /ef update enchantments - to update all enchantments and enchantment file ~ /ef update spells - to update all spells and spell file ~ /ef update inventory - updates all items in inventory
Commands for players:
Command: /essencesplit Aliases: ~ /splitessence Description: ~ splits essence from the held item
Command: /enchantments Aliases: ~ /enchants ~ /enchantinfo ~ /enchantmentinfo Description: ~ opens a view of all enchantments
Command: /spells Aliases: ~ /spellinfo Description: ~ opens a view of all spells
Command: /spell Aliases: ~ /spellitem ~ /itemspell ~ /usespell Description: ~ to apply, swtich and extract spells
Command: /cooldowns Aliases: ~ /enchantmentcooldowns ~ /spellcooldowns Description: ~ to view all enchantment and spell cooldowns
Command: /renameitem Aliases: ~/itemrename Description: ~ renames an item
Permissions
enchantmentforge.command.enchantmentforge ~ to use command /enchantmentforge enchantmentforge.stations.[station key].place ~ to place a specific station enchantmentforge.essence-split.use-command ~ to use command /essencesplit enchantmentforge.enchantment-info.use-command ~ to use command /enchantments enchantmentforge.demolish-orbs.use-command ~ to use command /enchantments enchantmentforge.rename-item.use-command ~ to use command /renameitem enchantmentforge.spell-using.use-command ~ to use command /spell
Usage
∎ If you want to create, modify or delete an enchantment, then you can use these commands: /ef create
∎ First, you must think of the enchantment and what will it do, and then you can start creating it. ∎ The easiest way to create enchantments is to start from the bottom to the top.
Advanced enchantments are completely custom, with particles, sounds, triggers, actions, and more. ∎Steps for advanced: a)create necessary equations for this enchantment ~ /ef create equation [formula*] [key*?] b)create actions this enchantment will perform ~ /ef create action [action type^] [key*?] c)create filters this enchantment will use(optional) ~ /ef create filter [filter type^] [key*?] d)create particles this enchantment will have(optional) ~ /ef create particle [particle type^] [key*?] e)create renderers this enchantment will render(optional) ~ /ef create renderer [renderer type^] [key*?] f)create sounds this enchantment will play(optional) ~ /ef create sound [key*?] g)create executors with triggers this enchantment will execute when triggered ~ /ef create executor [executor type^] [perform type^] [trigger type^] [key*?] h)create enchantment with its key, name, and level(all spaces in the name must be replaced with underscore '_') ~ /ef create enchantment ADVANCED [enchantment key*] [enchantment name*] [maximum level*]
Inherited enchantment use default Minecraft enchantments (e.g. Mending, Unbreaking, Loyalty...), but cannot have custom particles, sounds, or triggers ∎Steps for inherited: a)create an enchantment with its key, name, and level, and select a Minecraft enchantment that this enchantment will inherit ~ /ef create enchantment INHERITED [enchantment key*] [enchantment name*] [maximum level*] ∎ After creating enchantment(s) you can use command /ef update enchantment to reload all enchantments.
/ef modify
∎ You can modify any action, filter, particle, renderer, sound, executor, and enchantment by using command /ef modify [type^] [key^] or you can use /ef view to see all created equations, actions, filters, particles, renderers, sounds, executors, enchantments and tiers, then select the category, and right-click the type you wish to change to open its generator GUI. (cannot modify equations and tiers, as they are final).
/ef view
∎ To delete any equation, action, filter, particle, renderer, sound, executor, and enchantment you can easily do /ef view, then select the category you wish to delete and then left-click to select for SINGLE deleting (deletes only the selected one) or shift-left-click to select for DEEP deleting (deletes itself and everything under it, e.g. deleting an action will delete also all equations that are used only by this action), however, you can only delete any type when it is unused.
Types
Equations are the basic building blocks for actions and are also used for particles, renderers, and executors. An equation is a mathematical formula that can have variables and other functions.
Operations: ~ addition + ~ subtraction - ~ multiplication * ~ division / Functions (one argument): ~ abs (absolute positive value) ~ neg (absolute negative value) ~ sqrt (square root) ~ cbrt (cube root) ~ fact (factorial) ~ ln (logarithm of base e) ~ log (logarithm of base 10) ~ sin (sine value) ~ cos (cosine value) ~ tan (tangent value) ~ cot (cotangent value) ~ sec (secant value) ~ csc (cosecant value) ~ arcsin (arcsine value) ~ arccos (arccosine value) ~ arctan (arctangent value) ~ arccot (arccotangent value) ~ arcsec (arcsecant value) ~ arccsc (arccosecant value) Functions (two-argument): ~ min (minimum of two values) ~ max (maximum of two values) ~ rnd (random value from two values) ~ dst (random value in between two values) ~ pow (first value to the power of the second value) ~ nrt (first value's nth root of the second value) ~ nlog (first value's logarithm of second value's base) Mathematical constants: ~ pi (the ratio of a circle's circumference, ~3.14159...) ~ e (Euler's number, ~2.71828...)
Note: ~ if an equation has a variable that it doesn't use, then it will be 0. ~ if an equation fails to evaluate (e.g. x / 0, sqrt(-5)) then it will not throw any errors and will not continue any further actions.
Texts are just regular text constants that can also contain variables. You can use any of the variables supported by equation and also different ones, but not functions.
~ level_roman (level as a roman numeral) ~ player (player's name) ~ entity (entity's name, if has one) ~ enchantment (enchantment's name) ~ spell (spell's name)
Actions are manipulation operations. An action can change the behavior of players, blocks, entities, and more. Action creation is easy and understandable when creating in-game.
Filters are an optional extension for executors and enforcers. When an enchantment or spell is triggered, it sends data to the executor/enforcer and through filters. Filters check the data and if everything matches then the enchantment or spell is continued, otherwise, it gets ignored and is cancelled.
Particles are used to create renderers and also to create some executors.
Renderers are used to spawn particles into the world, they can have various shapes and patterns, or just be randomized.
Triggers are the way enchantments and spells are called and executed.
BLOCK_BREAK - called when a player breaks a block CATCH_FISH - called when a player catches a fish ENCHANTMENT_COOLDOWN_BEGIN - called when a cooldown of enchantment begins ENCHANTMENT_COOLDOWN_END - called when a cooldown of an enchantment ends ENCHANTMENT_INCOME - called when a player is affected by another player's enchantment ENCHANTMENT_OUTGO - called when a player's enchantment is executed SPELL_COOLDOWN_BEGIN - called when a cooldown of a spell begins SPELL_COOLDOWN_END - called when a cooldown of a spell ends SPELL_INCOME - called when a player is affected by another player's spell SPELL_OUTGO - called when a player's spell is executed EXPERIENCE_COLLECT - called when a player collects experience HOOK_ENTITY - called when a player hooks an entity with a fishing rod HOOK_RETRACT - called when a fishing hook is reeled in ITEM_DAMAGED - called when a player's item gets damaged PLAYER_ATTACK_ENTITY - called when a player attack an entity PLAYER_CLICK - called when a player right-clicks an item PLAYER_DAMAGED - called when a player gets damaged PLAYER_DAMAGED_BY_ENTITY - called when a player gets damaged by an entity PLAYER_DEATH - called when a player dies PLAYER_KILL_ENTITY - called when a player kills an entity PLAYER_SHOOT - called when a player shoots a bow, crossbow, or trident PROJECTILE_HIT_ENTITY - called when an arrow or trident, shot by a player, hits an entity PROJECTILE_HIT_BLOCK - called when an arrow or trident, shot by a player, hits a block PLAYER_SWING - called when a player left-clicks an item FLY_BEGIN - called when a player starts flying with an elytra FLY_END - called when a player stops flying with an elytra PLAYER_POTION_BEGIN - called when a player is affected by a potion effect PLAYER_POTION_END - called when a player loses a potion effect
Executors are the containers of actions, filters, and renderers that are executed when an enchantment is triggered. Performers are a subclass of executors and specify how executors are executed and their data requirements.
Performers for REGULAR executors: SINGULAR - executes actions once REPEATING - executes actions multiple times RADIAL_INSTANT - executes actions as AoE (in a radius) RADIAL_SPREAD - executes actions as AoE (in a radius) by spreading RADIAL_REPEATING - executes actions as AoE (in a radius) by repeating Performers for ENTITY executors: VECTOR_INSTANT - executes actions as AoE (in a radius) VECTOR_SPREAD - executes actions as AoE (in a radius) by spreading
Performers for BLOCK executors: REGIONAL_INSTANT - executes actions for blocks (in a radius)
Enchantments are the final data holders for each custom enchantment.
ADVANCED - fully custom enchantment INHERITED - an enchantment that inherits a default Minecraft enchantment
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