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EliteEnchantments 2.4.3

Web Panel ⚜️ Enchant Table Support ⚜️ Create your own enchantments + More

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2.4.3 17 days ago
## EliteEnchantments 2.4.3
 
Added
Hex colour support. Messages now accept full RGB colours in two formats: &#RRGGBB (e.g. &#FFAA00) and bare #RRGGBB (e.g. #55FFFF).
Gradient tags. Text can be wrapped in <gradient:#START:#END>...</gradient> to blend colours across each character. Any number of colour stops is supported, e.g. <gradient:#FF0000:#FFFF00:#00FF00> fades red to yellow to green.
Formatting inside gradients. Style codes such as &l (bold), &o (italic) and &n (underline) now work inside gradient tags without breaking the colour blend.
Changed
Mixed formats in one message. Legacy & codes, hex colours and gradient tags can all be combined freely in a single string. Previously you had to pick one system. Example:
&7[&dShop&7] &#FFAA00Welcome, #55FFFFSteve! <gradient:#FF0000:#FFFF00:#00FF00>&lSALE NOW ON</gradient> &aType /shop
Compatibility
All existing &0–&f and &k–&r codes behave exactly as before, so no config changes are needed.
On clients or versions below 1.16, hex colours fall back to the nearest legacy colour.
2.4.2 Jul 18, 2026

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### Fixed - A mistyped or missing effect argument no longer throws out of the enchant. The offending value is logged once, that effect falls back to a default, and the remaining effects on the enchant still run. Previously a single bad argument aborted the whole enchant, and could abort the event that triggered it. - An effect chance of 100 now always procs. The roll was made against 1-101, so a "guaranteed" enchant actually fired about 99% of the time. - Deactivating a HELD enchant no longer errors on effects written as `TYPE;EFFECT`, and no longer runs the wrong effect when the type does not match. Deactivation now mirrors activation exactly. - An enchant now reports that it ran if *any* of its effects ran. Only the last effect counted before, so a held enchant ending in a type-gated effect was never tracked and its deactivation never fired. - EXPLODE no longer shields the caster from the *next* explosion instead of the one it just created, and no longer accumulates caster IDs forever. - RAIN applied one player's radius, damage and mode to every other player's falling blocks. Each volley now carries its own settings. - ROT_DECAY's decay roll damages armor again; it was subtracting durability, which repairs it. It also no longer errors on empty armor slots or when the summoner has logged off. - ROT_DECAY's damaging floor tiles are cleaned up. The cleanup pass looked for a different key than the one stored, so tiles stayed lethal indefinitely. - HIDE_PLAYER added one tracking entry per online player on every proc. - HEALTH now restores the vanilla maximum when the holder quits; the boost was never recorded, so the quit handler could not act on it. - REDUCE_HEARTS now actually blocks regeneration for its duration. Entries were only ever removed from the tracking list, never added. - KNOCKBACK on PLAYER produced an invalid velocity and did nothing. The AMOUNT was also cancelled out by normalising after scaling, so it had no effect on either selector. - IMMUNE's ALL type had no behaviour and never blocked anything. - DROP_HEAD gave creepers an enderman-skinned head. - FIREBALL ignored its AMOUNT argument and always fired one, unattributed fireball. Damage is now credited to the caster. - Reversed or equal min/max ranges no longer throw in HEAL, DAMAGE, FOOD and WRATH; the range is rolled either way round. - REDUCE_HEARTS, FOOD and FEED no longer error when the configured amount falls outside the entity's valid health or hunger range. - Enchants with a soul cost no longer error when triggered by a non-player. - BREAK_TREE walks the tree iteratively and stops at 512 blocks, instead of recursing until the stack runs out on a large canopy. - Nineteen places compared UUIDs by identity rather than value, so effects such as SPAWN, RAIN, DROPS and EXP could silently fail to recognise their own owner. - THROW, ARMOR_CANCEL and RAIN no longer retain entries indefinitely when the event they were waiting for never arrives. ### Changed - Effect strings are parsed once and reused instead of being split on every activation, taking that work out of the combat and mining paths. - An effect that throws is now isolated and logged once, rather than taking the rest of the enchant and its event down with it. - The PLAYER/TARGET selector is consistent across every effect: TARGET selects the target, anything else selects the player. Effects previously disagreed on what an unrecognised value meant. - FROST, ROT_DECAY and WEB send their fake blocks only to players near enough to see them, rather than to everyone online. - DAMAGE_ARC searched a box the square of its radius wide and discarded almost all of it; it now searches the radius it was given. - DAMAGE_INCREASE applies to any projectile the caster fired, not only arrows. - Re-procing FLY extends the flight instead of letting the earlier timer end it early, and RAGE's decay window refreshes on each hit. - SMELT and TELEPORT_DROPS must be listed before TRENCH to apply to the whole cube. This was already true; it is now documented in the code.
2.4.1 Jul 14, 2026

## EliteEnchantments 2.4.1

### Added
- Armor enchantment effects now fire when armor is equipped by a dispenser, not
just when the player equips it by hand (1.13.1+).
- Equip events now carry the method used — shift-click, drag, hotbar swap, hand
interact, dispenser, respawn, resurrect, or a durability break — so effects can
tell how the armor went on.

### Fixed
- Armor enchantment effects are reapplied when a player is revived by a Totem of
Undying. A totem never fires PlayerDeathEvent, so the armor stayed equipped and
the enchant stayed "on", but vanilla wiped every active potion effect on the way
through — leaving the player in enchanted armor with none of its effects until
they re-equipped.
- Item NBT is written through the current NBT-API path, fixing enchantment tags
being dropped on newer server versions.

### Changed
- Added Minecraft 26.2 Support.
- Armor equip/unequip handling moved into PluginAPI. It used to be a separate
bundled `armorequip` jar, pinned at a different version in each plugin; all the
Elite plugins now share one copy.

### Build
- Underlying libraries updated with PluginAPI: Spigot API 1.20 -> 1.21.11,
NBT-API 2.12.2 -> 2.15.7, XSeries 9.9.0 -> 13.7.0. Now targets Java 17.
- Version is sourced from the root `versions.properties` and templated into
`plugin.yml`, rather than being hardcoded per-module.

2.4.0 Mar 18, 2026

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Change Log:

  1. Added 1.21.10 Support
2.3.9 Nov 7, 2025

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Change Log:

  1. Added 1.21.10 Support
2.3.8 Jul 3, 2025

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Change Log:

  1. Added 1.21.7 Support
2.3.7 Jun 5, 2025

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Change Log:

  1. Added 1.21.5 Support
2.3.6 Mar 15, 2025
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Change Log:


  1. Added 1.21.4 Support
2.3.5 Sep 23, 2024
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Change Log:


  1. Fixed major issue with Potion effect remaining when armor is spam removed
  2. Fixed issues with armor apply
2.3.4 Aug 16, 2024
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Change Log:


  1. Added 1.21 Support
  2. Fixed issue with cooldowns
  3. Fixed multiple issues with dependencies
2.3.3 May 12, 2024
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Change Log:


  1. Added 1.20.6 Support
  2. Complete overhaul of Armor Equip system
    Plugin should be more optimised and smoother for armor equip
  3. Fixed a bunch of issues with particle spawning
2.3.2 Apr 16, 2024
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Change Log:


  1. Fixed issue with 1.20+ Support
  2. Fixed issue with particle spawning
  3. Huge overhaul of the code
2.3.1 Feb 24, 2024
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Change Log:


  1. Fixed error with Soul Gem initialization
  2. Fixed errors with DAMAGE effect
  3. Adjusted the logic behind a couple of enchantments
  4. Fixed issues with conditions not being checked properly with cooldowns
  5. Updated all libraries etc.
2.3.0 Dec 18, 2023
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Change Log:


  1. Added 1.20.4 Support
  2. Fixed issue with soul gems not being deactivated when you die
2.2.9 Dec 18, 2023
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Change Log:


  1. Fixed issue with DISABLE_ENCHANTMENT
  2. Fixed issue with cooldowns
  3. Fixed issue with token generation for web panel
2.2.8 Dec 1, 2023
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Change Log:


  1. Added 1.20.2 Support
  2. Updated WorldGuard support
  3. Updated Dependencies
  4. Fixed issue with DISABLE_ENCHANTMENTS not working
2.2.7 Jun 10, 2023
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Change Log:


  1. Added 1.20 Support
  2. Added NBT tag to ignore slots lore being added to the item
    You can use EliteEnchantmentsAPI#getAPI#applySlotIgnore(itemStack) to apply it using the API
    Otherwise, you can add the nbt tag "SlotIgnore"
  3. Fixed issue with enchants being destroyed even if destroy was set to false in items.yml
  4. Fixed multiple issues with value parsing from conditions
2.2.6 May 31, 2023
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Change Log:


  1. Added EAT effect type (Trigger enchants when a player consumes an item)
  2. Added isPlayerSwimmingIn [LAVA/WATER] and isTargetSwimmingIn [LAVA/WATER] Condition
  3. Added isRaining Condition
  4. Added ability to change customModelData for every item in the items.yml
    Just add customModelData: 5 etc. to any item you want
  5. Fixed issue with players being able to enchant stacked items
  6. Fixed a bunch of issues with enchant parsing
  7. Fixed issue with TRIDENT effect type being misspelt to TRDIENT
2.2.5 Mar 22, 2023
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Change Log:


  1. Fixed self loop error on startup
  2. Fixed issue with webpanel not generating token on /ee upload
  3. Fixed issue with webpanel where you couldn't create enchants, you should be able to create enchants without any issues.

 


Hello, Before you update make sure you take a look at the 2.0.0 changelogs as any version before v2 files will not work with the new version (apart from enchantments.yml) and any items on the server with enchants on them from before v2 will not work with the new system
2.2.4 Mar 15, 2023
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Change Log:


  1. Added STEAL_MONEY and STEAL_MONEY_PERCENT effects back
  2. Recoded SOUND effect logic so now it should work properly
  3. Fixed multiple issues with enchant parsing
  4. Fixed issue with transmog causing slots to break

 


Hello, Before you update make sure you take a look at the 2.0.0 changelogs as any version before v2 files will not work with the new version (apart from enchantments.yml) and any items on the server with enchants on them from before v2 will not work with the new system
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