Modifying enchantment values + calculations

In my quest to rebalance the game to my liking in a modpack I've been working on I managed to momentarily remove the ability for certain enchantments to be applied to any item (minus creative mode bypass). However now a thought came to my head regarding how the likes of Fortune have certain multipliers applied per level. To be more precise: Fortune I -> +33% average Fortune II -> +75% average Fortune III -> +120% average at least when solely based on ore drops Instead I was considering to adjust these values one way or another even if it's a lot more complicated than initially expected For reference I might as well share how I went about "disabling" enchantments in the first place (KubeJS used to autoload datapacks): under \minecraft\kubejs\data\minecraft\enchantment { "anvil_cost": 4, "description": { "translate": "enchantment.minecraft.fortune" }, "exclusive_set": "#minecraft:exclusive_set/mining", "max_cost": { "base": 65, "per_level_above_first": 9 }, "max_level": 3, "min_cost": { "base": 15, "per_level_above_first": 9 }, "slots": [ "mainhand" ], "supported_items": "#minecraft:empty", "weight": 2 }
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