Enchants
The pickaxe ships with 25 enchants configured in enchants.yml, and you can create more without code. Each one has a rarity, its own currency, a cost that grows per level, a required pickaxe level, a chance per level, conflicts and requirements.
| Configuration | enchants.yml, custom-enchants/ |
| Menus | menus/pickaxe.yml, menus/enchant-upgrade.yml |
| Module | pickaxe-system |
Included enchants
Mining and rewards
| ID | Trigger | Rarity | Max level | Currency | Pickaxe level | Effect |
|---|---|---|---|---|---|---|
efficiency_boosted | PASSIVE | COMMON | 100 | money | 1 | Hidden vanilla Efficiency on the pickaxe |
fortune_boosted | POST_BREAK | UNCOMMON | 100 | money | 1 | Extra blocks when mining |
telekinesis | POST_BREAK | RARE | 1 | money | 5 | Compatibility: the core already sends every drop to selling, the backpack or the inventory |
exp_boost | POST_BREAK | UNCOMMON | 50 | tokens | 10 | Multiplies pickaxe experience |
auto_smelt | POST_BREAK | RARE | 3 | money | 15 | Smelts ores |
triturador | POST_BREAK | RARE | 3 | gems | 30 | Chance to double drops |
magnetismo | POST_BREAK | UNCOMMON | 10 | tokens | 15 | Picks up items lying on the ground near the player |
eco_friendly | PASSIVE | LEGENDARY | 1 | gems | 50 | The pickaxe takes no durability damage |
auto_sell | POST_BREAK | EPIC | 1 | free | 1 | Automatic selling, included and not removable |
gem_finder | POST_BREAK | LEGENDARY | 50 | gems | 30 | Finds gems |
token_miner | POST_BREAK | RARE | 100 | money | 15 | Finds tokens |
speed_miner | PASSIVE | UNCOMMON | 3 | tokens | 10 | Speed while mining |
lucky_strike | POST_BREAK | MYTHIC | 10 | gems | 50 | Multiplies the block rewards |
jackpot | POST_BREAK | RARE | 100 | money | 10 | Burst of tokens with a chance of gems |
frenzy | POST_BREAK | EPIC | 100 | tokens | 20 | Haste III and, while it lasts, extra tokens and +50% experience |
Area
| ID | Rarity | Max level | Currency | Pickaxe level | What it breaks |
|---|---|---|---|---|---|
explosive | EPIC | 10 | money | 20 | A radius around the block |
vein_miner | EPIC | 25 | tokens | 25 | The whole vein of the same ore |
drill | RARE | 100 | tokens | 15 | A 3×3 tunnel where you look |
laser | EPIC | 100 | tokens | 25 | A straight beam where you look |
thunderstrike | EPIC | 100 | tokens | 30 | A column from top to bottom, 3×3 from level 50 |
shockwave | EPIC | 100 | tokens | 35 | A disc around the block, two deep from level 25 |
layer | LEGENDARY | 100 | tokens | 50 | The whole mine layer at your height |
vortex | LEGENDARY | 100 | tokens | 55 | A spiral funnel into the mine |
meteor | LEGENDARY | 100 | tokens | 60 | A crater at a random spot in the mine |
nuke | MYTHIC | 100 | tokens | 75 | A large sphere around the block |
Every area enchant is PRE_BREAK. explosive and vein_miner conflict with each other.
No enchant spawns real TNT or lightning: explosions, meteors and lightning are visual only.
Options of each enchant
enchantments:
token_miner:
display-name: "&e🪙 Token Miner"
type: PICKAXE
trigger: POST_BREAK # PRE_BREAK, POST_BREAK or PASSIVE
rarity: RARE # COMMON, UNCOMMON, RARE, EPIC, LEGENDARY, MYTHIC
description:
- "&7Chance to find tokens"
- "&7when mining blocks."
- ""
- "&7Level {level}: &f{value} tokens ({chance}% chance)"
max-level: 100
base-cost: 375000.0
cost-multiplier: 1.07
currency: "MONEY" # any currency from currencies.yml
required-pickaxe-level: 15
gui-slot: 24
gui-item: "GOLD_NUGGET"
conflicts-with: []
requires: [] # enchants that must be owned first
level-values: # strength per level: here, tokens found
1: 5
5: 50
100: 500
level-chances: # chance in % per level
1: 5
5: 22
100: 50- Interpolation:
level-valuesandlevel-chancesonly need the levels where something changes. Between two entries the value is interpolated, and above the last one it stays. When you raisemax-level, add an entry for the new maximum. - Cost: level N costs
base-cost × cost-multiplier ^ (N - 1). - Final chance:
level-chances× theenchant-chancestat × the skill treeENCHANT_POWERnode. See Stats.
Buying and removing
- Menu: clicking an enchant in the pickaxe menu opens its upgrade menu, with buttons to buy 1, 10, 100 or the maximum levels, remove one level or remove it entirely.
- Commands:
| Command | Does |
|---|---|
/enchant list | Every enchant, with your level and price |
/enchant <enchant> <levels|max> | Buys levels |
/enchant remove <enchant> [levels|all] | Removes levels with a refund |
Aliases: /upgrade, /encantar. Permission: pulseprison.enchant.use.
The refund is pickaxe.disenchant.refund-percent of the price of the removed levels. auto_sell can't be removed, and neither can an enchant another owned enchant depends on.
Where area enchants can break blocks
Every block an area enchant wants to break goes through the same guard. It only breaks when:
- It is inside a PulsePrison mine, rank or private, or
- It is inside a WorldGuard region with the
pulseprison-enchantsflag set toallow, and the player could break it by hand.
/rg flag <region> pulseprison-enchants allow
Anywhere else nothing happens. Containers, signs, portals and unbreakable blocks are always skipped.
settings:
show-particles: true
destruction:
allow-in-mines: true
allow-in-worldguard-regions: true
respect-worldguard-build: true
max-blocks-per-activation: 2500 # cap per activationExtra blocks are paid like hand mining: with auto-sell they are sold in one batch per material; without it they go to the backpack and then the inventory. A block priced at 0 always goes to the backpack or inventory.
Activation messages
Special enchants announce in chat or the action bar when they activate, so players know what caused an effect. Each player turns them off, switches between chat and action bar, or mutes single enchants in /settings.
settings:
activation-messages:
enabled: true
default-on: true
mode: chat # chat or actionbar
cooldown-millis: 1500 # between two messages of the same enchant
enchants: [explosive, vein_miner, nuke, layer, jackpot, frenzy]
custom-enchants: true # also enchants from custom-enchants/The text is enchant-activation.message in the message files.
Mining order
1. PRE_BREAK area enchants: add extra blocks
2. PASSIVE efficiency, speed miner, eco friendly
3. POST_BREAK drops, tokens, gems, multipliers
4. Selling or delivery of the block and the extras
5. Pickaxe experience, levels, pet, season, clan, lucky blocks
6. Action barEvery activation adds mastery experience for that enchant.
Placeholders
%pulseprison_pickaxe_enchant_<id>%: the enchant level.