====== Adding Enchantments ====== ===== Adding enchantments since 1.21 ===== Since 1.21, enchantments has been data-driven, which means you should define them in data-packs, instead of in the codes. Please see [[https://minecraft.wiki/w/Enchantment_definition|Enchantment definition Minecraft page]] for details. To use the enchantments in code, you should just store ''RegistryKey'' objects of the enchantment. public final class TutorialEnchantments { public static final RegistryKey FROST = of("frost"); private static RegistryKey of(String name) { return RegistryKey.of(RegistryKeys.ENCHANTMENT, Identifier.of("tutorial", name)); } public static void initialize() { } } Remember to refer to the ''initialize'' method in your ''ModInitializer'': public class ExampleMod implements ModInitializer { // [...] @Override public void onInitialize() { // [...] TutorialEnchantments.initialize(); } } To add a translated name for your enchantment, see the bottom of the tutorial. ===== Adding enchantments before 1.21 ===== :!: This part of the tutorial only applies to older Minecraft versions. To add enchantments to your mod, you'll need to: * create a class that extends ''Enchantment'' or another existing Enchantment (such as ''DamageEnchantment'') * register your enchantment * add custom functionality or mechanics if needed * add translations for your enchantment ((When you register enchantments, books are automatically added to the game for each level. The translated name of the enchantment (''enchantment.modid.enchantname'') is what appears as the book name.)) Enchantments can either have custom functionality implemented separately (such as smelting ores mined) or can use already existing mechanics (such as ''DamageEnchantment''), which are applied when appropriate. The base ''Enchantment'' class also has several methods to create functionality, such as an "on enemy hit" method. ==== Creating Enchantment Class ==== Our new enchantment is called //Frost// and slows mobs on hit. The slowness effect, durability, and potency will grow relative to the level of the enchantment. In our enchantment class, we pass up ''UNCOMMON'' as the enchantment rarity, ''WEAPON'' as the enchantment target, and ''MAINHAND'' as the only valid tool type for our enchantment. public class FrostEnchantment extends Enchantment { public FrostEnchantment() { super(Enchantment.Rarity.UNCOMMON, EnchantmentTarget.WEAPON, new EquipmentSlot[] {EquipmentSlot.MAINHAND}); } } We will now override a few basic methods for basic functionality: ''getMinPower'' is related to the minimum level needed to see the enchant in a table, but it is not a 1:1 ratio. Most enchantments return something like ''10 * level'', with different scales depending on the max level and rarity of the enchantment. We will return 1 so it is always available. Note that the max power of an enchantment is set to ''min(level) + 5'' by default, which means this enchantment will only appear at very low levels. You will have to tweak your enchantment properties on your own and look at similar enchantment values to find the sweet number spot. @Override public int getMinPower(int level) { return 1; } ''getMaxLevel'' is the number of levels the enchantment has. Sharpness has a max level of 5. ((Enchantments with more than a single level will have roman numerals after the name to show the level. If the enchantment only has a single level, nothing is added.)) @Override public int getMaxLevel() { return 3; } Finally, we will implement our slowness effect in the ''onTargetDamage'' method, which is called when you whack an enemy with a tool that has your enchantment. @Override public void onTargetDamaged(LivingEntity user, Entity target, int level) { if(target instanceof LivingEntity livingEntity) { livingEntity.addStatusEffect(new StatusEffectInstance(StatusEffects.SLOWNESS, 20 * 2 * level, level - 1)); } super.onTargetDamaged(user, target, level); } If the entity we are hitting can have status effects (''LivingEntity''s can have status effects, but not ''Entity''), give it the slowness effect. The duration of the effect is 2 seconds per level, and the potency is equivalent to the level. The final enchantment file should look like this. public class FrostEnchantment extends Enchantment { public FrostEnchantment() { super(Enchantment.Rarity.UNCOMMON, EnchantmentTarget.WEAPON, new EquipmentSlot[] {EquipmentSlot.MAINHAND}); } @Override public int getMinPower(int level) { return 1; } @Override public int getMaxLevel() { return 3; } public void onTargetDamaged(LivingEntity user, Entity target, int level) { if(target instanceof LivingEntity) { ((LivingEntity) target).addStatusEffect(new StatusEffectInstance(StatusEffects.SLOWNESS, 20 * 2 * level, level - 1)); } super.onTargetDamaged(user, target, level); } } ==== Registering Enchantment ==== Registering enchantments follows the same process as usual: public class ExampleMod implements ModInitializer { public static Enchantment FROST = new FrostEnchantment(); @Override public void onInitialize() { Registry.register(Registries.ENCHANTMENT, new Identifier("tutorial", "frost"), FROST); } } > **Note:** In practice, if you have many enchantments, it is better to place them in a separate class. Here we did all things in ''ModInitializer'' for simplicity. This registers our enchantment under the namespace ''tutorial:frost''. All non-treasure enchantments are available in an enchanting table, including the ones you register. ===== Adding Translations ===== =) This part works both versions since 1.21 and before 1.21. You'll need to add a translation to your enchantment as well. Head over to your [[tutorial:lang|mod lang file]] and add a new entry: { "enchantment.tutorial.frost": "Frost" } If you go in-game, [[https://i.imgur.com/31nFl2H.png|you should be able to enchant main hand weapons with your new enchant.]]