xpPerLevel (or hopeful:xp_per_level on 26.1) defines the number of experience points per level (default: 16)percentageXPLost (or hopeful:percentage_xp_lost on 26.1) defines the percentage of XP lost (unrecoverable) on death (default: 0)percentageXPDropped (or hopeful:percentage_xp_dropped on 26.1) defines the percentage of XP dropped on the ground on death (default: 100)stripAllEnchants gamerule would decide if all the enchants will be stripped, or only until valid configuration
(where used tool level is not bigger than default tool level) #hopeful:anvil\_mends)The enchanting table menu is gone Now, clicking on it with a piece of paper has a chance of transforming into a scroll.
Default chance is quite low though, but you can increase it with catalysts!
These are blocks that have to be in a 5x5x5 (configurable using enchantingTableRange (or hopeful:enchanting_table_range on 26.1) gamerule)
area around the table, and can give different effects.
Currently, we have:
Scrolls will be placed in datapack_name/hopeful/scroll/scroll_name.json and its format will look like this:
{
"title":{
"translate": "scroll.hopeful.acceleration"
},
"type": "blessing",
"tool_levels": 1,
"player_levels": 5,
"enchantments": "#hopeful:hopeful/acceleration"
}
It is highly recommended to use tags, because they allow for easier compatibility, but an array of enchantments would also work.
The tags are located in datapack_name/tags/enchantment/hopeful
Tool Level stats can be modified in datapack_name/data/hopeful/data_maps/item/tool_levels.json in
this format:
{
"values": {
"minecraft:chainmail_chestplate": {
"starting_level": 5,
"level_ups": [10,50,100,0,200,0]
},
"minecraft:crossbow": {
"starting_level": 3,
"level_ups": [50, 100, 150]
}
}
}
Note that the numbers are the uses it takes to level up. For example, for the crossbow, after reaching level 2, you'd need 100 more uses to get to level 3.
Repairing tools can be modified in datapack_name/data/hopeful/data_maps/item/tool_repairs.
This is the format:
{
"values": {
"#minecraft:iron_sword": [
{
"material": "minecraft:diamond",
"level_cost": 1,
"durability": 100,
"is_percentage": true
}
]
}
}
materials can be omitted to use default repair material for the item.
These catalysts are data-driven, and we have 5 effects, with plenty more to come.
The catalysts are of the form: datapack_name/hopeful/hopeful/catalyst/unused_name.json
And look like so: (made up catalyst)
{
"blocks": "minecraft:bedrock",
"limit": 2,
"effects": [
{
"type": "hopeful:scroll_weight",
"scrolls": "hopeful:acceleration",
"increase_by": 2
},
{
"type": "hopeful:xp_levels_requirement",
"increase_by": 10000
},
{
"type": "hopeful:success_chance",
"increase_by": 0.5
}
]
}