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Leveling
Sortilege makes a lot of changes to the experience system in an attempt to make it better balanced and cohesive.
They are all toggleable and configurable individually.
The witch hat can be worn in place of your helmet, increasing your experience gains when killing mobs.
It can be repaired with phantom membrane.
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experience.witch_hat.enable*
Boolean. If set to false, the item won't be registered at all, meaning it won't appear in creative tabs or in /give, and won't be obtainable in any way. Unless you have a good reason to disable this, keep it enabled.
experience.witch_hat.drop_chance
Number between 0 and 1. Chance for witches to drop their hat when killed. 0 means never, 1 means always, 0.5 means 50% chance, ... This drop chance is not affected by looting.
experience.witch_hat.xp_bonus
Positive number. Amount of extra experience points dropped when killing a monster with a witch hat equipped.
Gives you power over how much experience is needed and used when enchanting at an enchanting table.
experience.increased_enchant_costs
Boolean. If set to true, enables the next two features.
experience.costs
List of integers. Enchanting in vanilla costs 1, 2 or 3 experience levels. If this module is enabled, it will instead cost the values in this list.
If experience.costs is set to [a, b, c] with a, b, and c three numbers, the first choice will consume a levels, the second b levels, and the third c levels.
experience.needed
List of integers. Defines the levels required to enchant and the power applied in said enchanting.
If experience.needed is set to [a, b, c] with a, b, and c three numbers, and there are x bookshelves around. The first choice will need and enchant with a levels, the second b + x/2 levels, and the third c + x levels.
experience.no_xp_anvil
Boolean. If set to true, anvils will never need or consume experience.
experience.linear_xp_requirement
Integer. If this value is strictly positive (> 0), it sets the amount of experience points needed to go from one level to the next. No more stupid formula where getting a level above 30 is just painful.
If 0 or lower, disables the feature.
experience.level_cap
Integer. If this value is strictly positive, any experience gained beyond this level will be ignored. Can be useful to limit the effectiveness of xp farms, ensuring a more balanced environment.
If 0, disables experience gain as a whole.
If negative, disables the feature.
Compat: If you are playing with End's Phantasm, this also ensures Crystalline tools have a cap to their speed boost.
When killing a monster, there is a chance it will drop bonus experience, to make combat a bit more rewarding in terms of xp.
What mobs this can happen with is controlled by an entity tag, sortilege:bounties. By default, this tag acts as a blacklist.
experience.bounties.tag_is_whitelist
Boolean. If set to true, the aforementioned tag will instead act as a whitelist. Keep in mind that no matter what, only hostile entities are able to trigger bounties, no matter this tag.
experience.bounties.value
Positive integer. Amount of extra experience points dropped when a bounty happens.
experience.bounties.chance
Number between 0 and 1. Chance for a bounty to happen everytime you kill a valid entity. 0 means never and disables the feature, 1 means always, 0.05 means a 5% chance, aka 1/20 in average.
Any entity type tagged as sortilege:unexperienced will never drop experience on death, no matter the cause. Can be useful if you wish to change the role experience has by disabling getting it from common enemies like zombies.