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Modpack examples

Renaming, removing and replacing skills, several perks on one skill, and a specialization system.

Rename Attack to Combat

built_in_skills.json:

{
  "skill": "attack",
  "id": "combat",
  "displayName": "Combat",
  "enabled": true,
  "icon": "",
  "perkAttributes": null,
  "perkOperation": null,
  "perkAmountPerStep": null,
  "perkStep": 5
}

New configs can then use:

"examplemod:greatsword": ["combat:20"]

Older configs using:

"examplemod:greatsword": ["attack:20"]

remain compatible.

Remove Magic From a Non-Magic Pack

{
  "skill": "magic",
  "id": "magic",
  "displayName": "",
  "enabled": false,
  "icon": "",
  "perkAttributes": null,
  "perkOperation": null,
  "perkAmountPerStep": null,
  "perkStep": 5
}

This removes Magic from normal progression without shifting another built-in skill into its internal data slot.

Replace Gathering With a Slayer Perk

{
  "skill": "gathering",
  "id": "slayer",
  "displayName": "Slayer",
  "enabled": true,
  "icon": "born_in_chaos_v1:textures/item/shattered_skull.png",
  "perkAttributes": [
    {
      "attribute": "attributeslib:experience_gained",
      "operation": "MULTIPLY_BASE",
      "amountPerStep": 0.05,
      "perkStep": 5
    }
  ]
}

Because perkAttributes contains an override, the original Gathering bonus-XP-orb perk is disabled for this skill. The configured AttributesLib perk is used instead.

Give One Skill Multiple Attribute Perks

{
  "skill": "attack",
  "id": "warrior",
  "displayName": "Warrior",
  "enabled": true,
  "icon": "",
  "perkAttributes": [
    {
      "attribute": "minecraft:generic.attack_damage",
      "operation": "ADDITION",
      "amountPerStep": 0.5,
      "perkStep": 5
    },
    {
      "attribute": "minecraft:generic.max_health",
      "operation": "ADDITION",
      "amountPerStep": 1.0,
      "perkStep": 10
    }
  ]
}

This grants the attack-damage bonus every 5 levels and the max-health bonus every 10 levels.

Create a Specialization System

maxTotalSpentLevels = 80

Then combine the cap with skill gates to force meaningful build choices instead of allowing every player to max every skill.

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