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Enchantment Limiter
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Restrict the number of enchantments that may be applied to an item.
Does not follow a specific thematic focus apart from vanilla Minecraft.
Used for mods with little to no gameplay elements.
Introduces new enchantments and/or changes the vanilla enchantment system.
Includes quality of life improvements and small tweaks to enhance and customize gameplay.
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This mod assigns an enchantment cap to every enchantable item, which defaults to 10+(enchantability/2) points rounding down. Every enchantment consumes some amount of this cap, and you are unable to add enchantments if they would exceed this cap. The enchantment point capacity with respect to enchantability, base enchant pool, and special exceptions for specific items can be configured. The amount of points each enchantment will consume per level can be configured. If an anvil operation causes multiple enchantments of varying point values to be applied, each enchantment will add levels until they cannot do so anymore, in a top-down manner. Enchantments with negative cost (this can be configured to happen with things such as curses) will be applied before enchantments with positive cost. In this way it is possible to add more enchantments onto your item if you are willing to bear the consequences of the curses.
For instance, if you were to enchant a bow with a book of Power V, Punch II, and Infinity, after configuring bows to have 10 points, Power to take 4 points per level, Punch to take 2 points per level, and Infinity to take 1 point per level:
Power will increase to level II, then stop as the bow only has 2 enchantment points left. Punch will take those two enchantment points to add one level of itself, and Infinity will not be added as the bow is already allocated all 10 of its enchantment points.
You will end up with a bow that has Power II and Punch I.
This mod assigns an enchantment cap to every enchantable item, which defaults to 10+(enchantability/2) points rounding down. Every enchantment consumes some amount of this cap, and you are unable to add enchantments if they would exceed this cap. The enchantment point capacity with respect to enchantability, base enchant pool, and special exceptions for specific items can be configured. The amount of points each enchantment will consume per level can be configured. If an anvil operation causes multiple enchantments of varying point values to be applied, each enchantment will add levels until they cannot do so anymore, in a top-down manner. Enchantments with negative cost (this can be configured to happen with things such as curses) will be applied before enchantments with positive cost. In this way it is possible to add more enchantments onto your item if you are willing to bear the consequences of the curses.
For instance, if you were to enchant a bow with a book of Power V, Punch II, and Infinity, after configuring bows to have 10 points, Power to take 4 points per level, Punch to take 2 points per level, and Infinity to take 1 point per level:
Power will increase to level II, then stop as the bow only has 2 enchantment points left. Punch will take those two enchantment points to add one level of itself, and Infinity will not be added as the bow is already allocated all 10 of its enchantment points.
You will end up with a bow that has Power II and Punch I.
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