# The ID of the enchantment is the name of the .yml file, # for example razor.yml has the ID of razor # You can place enchantments anywhere in this folder, # including in subfolders if you want to organize your enchantment configs # _example.yml is not loaded. display-name: "Example" # The name of the enchantment in-game description: "Gives a &a%placeholder%%&r and a &a+%damage%&r bonus to damage" # The description of the enchantment placeholder: "%level% * 20" # The placeholder to show in the enchantment description (optional, can only use custom placeholders) placeholders: # Extra placeholders to show in the enchantment description (optional) damage: "%level% * 2" # Here, %damage% would be the extra placeholder to use type: normal # The enchantment type, from types.yml targets: # The items that the enchantment can be applied to, see targets.yml - sword conflicts: # The enchantments that conflict with this - sharpness rarity: common # The rarity of the enchantment, see rarity.yml max-level: 4 # The max level of the enchantment tradeable: true # If the enchantment can be obtained from villagers discoverable: true # If the enchantment can generate naturally in chests enchantable: true # If the enchantment can be obtained from enchanting tables # The effects of the enchantment (i.e. the functionality) # See here: https://plugins.auxilor.io/effects/configuring-an-effect # Use %level% as a placeholder for the enchantment level effects: - id: damage_multiplier args: multiplier: "1 + 0.2 * %level%" triggers: - melee_attack - id: damage_victim args: damage: "2 * %level%" triggers: - melee_attack # The conditions required to use the enchantment, # you can use %level% as a placeholder here too conditions: [ ]