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Addon SkEnchants Release-04.29.22-v1.0.1

Suite of helpful functions that help creating custom enchants easy (Proper Skript addon indev)

  1. Terry Jackson
    Supported Minecraft Versions:
    • 1.8, 1.9, 1.10, 1.11, 1.12, 1.13, 1.14, 1.15, 1.16, 1.17, 1.18
    (This is currently a script but a proper addon jar is in development)

    A suite of functions that make creating custom enchantments easier.

    <item> = The item you want to check.
    <enchant> = The enchantment name (You can use color codes).
    <level> = The level of the enchantment you want to apply.
    <roman=true/false> = True or False option to convert normal numbers into roman numerals.

    #1: hasEnchant(<item>, <enchant>)
    Code (Text):
    1. hasEnchant(event-item, "Poison")
    Boolean, returns true or false if you have the enchantment on your item.

    #2: getEnchantLevel(<item>, <enchant>)
    Code (Text):
    1. getEnchantLevel(event-item, "Poison")
    Returns the enchantment level of enchantment on an item.

    #3: applyEnchant(<item>, <enchant>, <level>, <roman=true/false>)
    Code (Text):
    1. addEnchant(event-item, "Poison", 1, true)
    Applies enchantment to your item and if the item already has the enchant it will replace it.

    #4: removeEnchant(<item>, <enchant>)
    Code (Text):
    1. removeEnchant(event-item, "Poison")
    Removes enchantment from your item.

    #5: addEnchantLevel(<item>, <enchant>, <level>, <roman=true/false>)
    Code (Text):
    1. addEnchantLevel(event-item, "Poison", 1, true)
    Increases existing enchantment level

    #6: subtractEnchantLevel(<item>, <enchant>, <level>, <roman=true/false>)
    Code (Text):
    1. subtractEnchantLevel(event-item, "Poison", 1, true)
    Decreases existing enchantment level

    Code (Text):
    1. import:
    2.     com.sk89q.worldedit.regions.CuboidRegion
    3.     com.sk89q.worldedit.Vector as WorldEditVector
    4.     com.sk89q.worldedit.EditSession
    5.     com.boydti.fawe.FaweAPI
    6.     com.boydti.fawe.util.EditSessionBuilder
    7.     com.sk89q.worldedit.blocks.BaseBlock
    8.     com.sk89q.worldedit.patterns.BlockChance
    9.     java.util.Arrays
    10.     com.sk89q.worldedit.patterns.RandomFillPattern
    11.     java.util.stream.Collectors
    12. function getRegion(pos1: location, pos2: location) :: object:
    13.     loop 1 and 2:
    14.         set {_vec::%loop-value%} to new WorldEditVector((x-coord of {_pos%loop-value%}), (y-coord of {_pos%loop-value%}) and (z-coord of {_pos%loop-value%}))
    15.     return new CuboidRegion({_vec::*})
    16. function getBaseBlock(block: itemtype) :: object:
    17.     return new BaseBlock({_block}.getRandom().getTypeId() and {_block}.getRandom().getData().getData())
    18. function getBlockChance(block: itemtype, chance: number) :: object:
    19.     return new BlockChance(getBaseBlock({_block}) and {_chance})
    20. function getWorld(world: world) :: object:
    21.     return FaweAPI.getWorld("%{_world}%")
    22. function getEditSession(world: world) :: object:
    23.     return new EditSessionBuilder(getWorld({_world})).fastmode(true).build()
    24. function setBlocks(pos1: location, pos2: location, block: object) :: boolean:
    25.     set {_session} to getEditSession(world of {_pos1})
    26.     set {_args::*} to getRegion({_pos1}, {_pos2}) and getBaseBlock({_block})
    27.     if {_block} is a text:
    28.         loop split {_block} at ",":
    29.             set {_it::*} to join (split loop-value at "%%") with " " parsed as "%integer% %item%"
    30.             if {_it::*} is set:
    31.                 add getBlockChance({_it::2}, {_it::1}) to {_c::*}
    32.                 delete {_it::*}
    33.             else:
    34.                 return false
    35.         set {_args::*} to getRegion({_pos1}, {_pos2})
    36.         add new RandomFillPattern(Arrays.stream([{_c::*}]).collect(Collectors.toList())) to {_args::*}
    37.     {_session}.setBlocks({_args::*})
    38.     {_session}.flushQueue()
    39.     return true
    41. on mine:
    42.     if player's tool is a pickaxe:
    43.         if player is in world "world":
    44.             event.setDropItems(false)
    45.             "%region at event-block%" contains "mine"
    46.             if getEnchantLevel(player's held item, "Jackhammer") >= 1:
    47.                 set {_chance} to (0.0000112 * getEnchantLevel(player's held item, "Jackhammer")) * 100
    48.                 set {_region} to "%region at event-block%"
    49.                 replace " in world world" with "" in {_region}
    50.                 set {_pos1} to sharpsk worldguard point 1 of region "%{_region}%" in world "world"
    51.                 set {_pos2} to sharpsk worldguard point 2 of region "%{_region}%" in world "world"
    52.                 chance of {_chance}%:
    53.                     set {_y} to y coordinate of event-block
    54.                     set y coord of {_pos1} to {_y}
    55.                     set y coord of {_pos2} to {_y}
    56.                     setBlocks({_pos1}, {_pos2}, air)
    57.                     loop all blocks between block at {_pos1} and block at {_pos2}:
    58.                         if getEnchantLevel(player's held item, "Fortune") >= 1:
    59.                             procFortune(player, loop-block)
    60.                             procLucky(player)
    61.                             procCharity(player)
    62.                             procBlessing(player)
    63.                         set {_loc} to location of loop-block
    64.                         set {_nbt} to tag "ID" of nbt of player's tool
    65.                         add 1 to {blocks::pickaxe::%{_nbt}%}
    66.                         drawDot count 2, particle "explosion", XYZ 10, 0, 10, center {_loc}, visibleRange 55, keepFor 0 ticks

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