Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
More Enchantments
- Slaughterer (Bloodlust)
Provides no effect as a standalone enchantment. Applicable to armor. Max level V.
When the total enchantment points exceed 15, press 'F' to enter Slaughter Mode for 400 ticks. In this state, damage is increased to 250%. However, if you fail to kill an entity within 100 ticks, you will take 5 HP (2.5 hearts) of damage.
Cooldown: 1000 ticks (Sneak to view the cooldown).
If total points exceed 20, you can no longer enter Slaughter Mode, but your base attack damage is permanently increased to 200%.
- Full of Flavor
Armor enchantment, applicable to chestplates only. Max level 2. (Note: Description mentions level 3).
Level 1: Hunger and saturation restored from food are reduced by 30%, but incoming damage is reduced by 30%.
Level 2: Hunger and saturation restored are reduced by 50%, and damage is reduced by 50%.
Level 3: Hunger and saturation restored are reduced by 100%, and damage is reduced by 100%.
At any level, mitigating damage consumes additional equipment durability proportional to the damage absorbed. (Tribute to Changzhou Liangzi)
- Time Dilation
Max level V. Applicable to helmets only.
Each level slows down time within a 20-block radius around the player by 10% × Level.
- Drowsy
Applicable to helmets only. Max level 1.
With this enchantment, at a random time during the day, the player will enter a drowsy state. Once the "Z" prompt appears, if the player stands still for 6 seconds, they will fall asleep and cannot wake up on their own. They will wake up if attacked.
- Transparent (Unnoticed)
Applicable to chestplates only. Max level 1.
With this enchantment, hostile mobs will never actively target or attack you.
- Only the Result
Max level V. Applicable to swords only.
When attacking a target, if [Player's Max HP × (1 + 0.5 × Level)] >= Target's Max HP, the target is instantly killed.
- Justice
Applicable to swords only.
Every morning, you can define one entity type as the "Justice Execution Target." For the rest of the day, attacking this specific entity with the sword deals 200% damage. Attacking any other entities deals only 50% damage and adds 1 point of "Guilt."
High Guilt can cause attacks to fail. Attack Failure Chance = Guilt × 0.5% (capped at 50%). This failure chance applies to all attacks made by the guilty player.
- Curse of Lethargy
Max level 1. Applicable to helmets only. Mutually exclusive with Time Dilation.
Increases the movement speed of all entities within a 12-block radius by 30%.
- The World
Max level 3. Very rare. Applicable to chestplates only.
When an entity attacks the player, there is a (5% + 5% × Level) chance to freeze the entity for 5 seconds.
At Level 3, pressing 'V' activates "The World", stopping time completely for 5 seconds.
Cooldown: 1000 ticks (Sneak to view the cooldown).
- Inaccessible
Max level V. Applicable to swords only.
Causes the attacked entity to be forcibly pulled back to its original position every (2 - 0.2 × Level) seconds over a duration of (20 - 2 × Level) seconds.
Ultimately, the entity is struck by lightning and instantly killed. However, during this duration, the entity's movement speed is increased by 20%, and its damage is increased by 100% × Level.
Categorization Among these 10 enchantments:
Drowsy and Curse of Lethargy are classified as Curses.
Full of Flavor and Justice are Neutral enchantments.
Strictly speaking, Inaccessible is also considered a Neutral enchantment.
Parameter Configuration Instructions Most parameters are freely configurable. Here are the explanations for the most important ones:
Treasure Enchantments: Every enchantment can be configured to toggle whether it is a treasure enchantment (isTreasureOnly).
Levels: Currently, the maximum and minimum levels for each enchantment are hardcoded and cannot be configured.
Enchanting Table Cost Range: The permitted cost interval for an enchantment to appear in the enchanting table is calculated as: [ (Base Min Cost + Level × Extra Cost 1) , (Base Max Cost + Level × Extra Cost 2) ] You can independently configure these four variables (Base Min Cost, Base Max Cost, Extra Cost 1, Extra Cost 2) for each individual enchantment.
Anvil Cost: Currently, the anvil repair/enchantment cost is calculated based on the enchantment's quality (Rarity) using vanilla logic. There is no precise custom control implemented yet, and the Rarity itself cannot be customized via config.
更多附魔 1.杀戮者(单纯附魔没有效果,可附魔盔甲上,最高V级,当附魔点数超15时,按F进入杀戮状态,持续400刻,杀戮状态下,伤害增加至250%,但100刻内没有杀死生物,自身就会扣5滴血,(有1000刻冷却,蹲下可看冷却),超过20点时,不会再进入杀戮状态,自身攻击力永久增加至200%)) 2、味真足(盔甲附魔)仅可附魔胸甲,最高2级,1级时,吃的食物提供的饱食度,饱和度下降30%,但减免受到的伤害的30%,2级时吃的食物提供的饱食度,饱和度下降50%,伤害减免50%,3级时吃的食物提供的饱食度,饱和度下降100%,伤害减免100%,任意等级的免除伤害均会额外扣除装备耐久,扣除耐久量与所受伤害成正比。(致敬常州良子) 3缓时,最高V级,仅可附头盔,每级让玩家自身周围20格时间放缓10%×等级。 4犯困,仅可附头盔,最高1级,有此附魔时,玩家在一天中任意一次时间,将进人犯困状态,着出现Z提示后站着不动6秒,会睡着自己无法醒来,受到攻击会醒来。 5透明,仅可附魔胸甲最高1级,有此附魔时任何怪物都不会主动攻击你。 6唯有结果,最高V级,仅可附魔剑,在攻击我目标时,如果玩家最大血量x(1+0.5x等级)>=目标血量最大血量,会直接杀死目标。 7正义,仅可附魔在剑上,每天早上可定义一正义执行生物,使得本天在用剑攻击该生物时,伤害增加200%,而攻击其他生物时,仅造成50%伤害并增加1点愧疚值,愧疚值过高会导致攻击失效(攻击失效概率=愧疚值*0.5%,最高50%,攻击失效作用于有愧疚值玩家的所有攻击)。 8诅咒,精力不足,最高一级,仅可附魔在头盔上,与缓时冲突,周围12格内生物移速加快30% 9minecraft世界,最高三级,非常稀有,仅可附魔在胸甲上,有此附魔时,当生物攻击玩家时,有(5%+5%x等级)的概率使生物静止5秒,当等级为三级时,按下V键,可使用"The World"停止时间5秒,有1000刻的冷却。(蹲下可看冷却) 10无法抵达,最高V级,仅可附魔在剑上,使被攻击的生物在(20-2x等级)秒的时间内每隔(2-0.2x等级)秒就会被拉回原处,最终被闪电劈死(秒杀),但在此时间内生物的移速增加20%,伤害增加100%*等级
在这10个附魔中,犯困,精力不足为诅咒,味真足,正义为中立附魔,硬要说的话无法抵达也为中立附魔。 参数配置说明: 大多数参数均可自由配置,在这里仅讲几个重要的; 每个附魔都可配置是否为宝藏附魔,每个附魔的最高等级和最低等级目前均不可配值(为写死的值), 每个附魔的附魔台允许出现的区间可按照((最低基础消耗+level额外消耗1),(最高基础消耗+level额外消耗2))(最低基础消耗,最高基础消耗,额外消耗1,额外消耗2,可为每个附魔分别配置这些参数) 目前铁砧附魔消耗是根据附魔品质按原版逻辑计算的,没有做精细控制,品质还不能自定义;


