Custom Enchantment not showing in the /enchant command
So I'm guessing I must have made a typo somewhere in the file, since when i try leaving and re-entering the world, it asks me to put the world in Safe Mode, and removing the enchantment lets me re-enter the world normally. I checked my logs and here is the message I get :
> Errors in registry minecraft:enchantment:>> Errors in element hb_redforest:ruined_mindspire_parkour:java.lang.IllegalStateException: Failed to parse hb_redforest:enchantment/ruined_mindspire_parkour.json from pack file/coreCaused by: java.lang.IllegalStateException: Validation error in enchantment effect condition: at : Parameters [<parameter minecraft:damage_source>] are not provided in this context missed input: {"minecraft:tick":[{"requirements":{"condition":"minecraft:damage_source_properties","predicate":{"source_entity":{"type":"minecraft:player","type_specific":{"type":"minecraft:player","gamemode":["adventure"]},"location":{"biomes":"minecraft:ruined_mindspire_parkour"}},"direct_entity":{"type":"minecraft:player","type_specific":{"type":"minecraft:player","gamemode":["adventure"]},"location":{"biomes":"minecraft:ruined_mindspire_parkour"}},"is_direct":true}},"effect":{"type":"minecraft:run_function","function":"hb_redforest:r_mindspire/parkour_fall"}}]}This is my code:
"description": "hb_parkour", "supported_items": "#minecraft:foot_armor", "weight": 1, "max_level": 1, "min_cost": { "base": 0, "per_level_above_first": 0 }, "max_cost": { "base": 50, "per_level_above_first": 50 }, "anvil_cost": 8, "slots": [ "feet" ], "effects": { "minecraft:damage_protection": [ { "requirements": { "condition": "minecraft:damage_source_properties", "predicate": { "tags": [], "source_entity": { "type": "minecraft:player", "type_specific": { "type": "minecraft:player", "gamemode": [ "adventure" ] }, "location": { "biomes": "minecraft:ruined_mindspire_parkour" }, "periodic_tick": 100 }, "direct_entity": { "type": "minecraft:player", "type_specific": { "type": "minecraft:player", "gamemode": [ "adventure" ] }, "location": { "biomes": "minecraft:ruined_mindspire_parkour" }, "periodic_tick": 100 }, "is_direct": true } }, "effect": { "type": "minecraft:set", "value": 5 } } ], "minecraft:tick": [ { "requirements": { "condition": "minecraft:damage_source_properties", "predicate": { "source_entity": { "type": "minecraft:player", "type_specific": { "type": "minecraft:player", "gamemode": [ "adventure" ] }, "location": { "biomes": "minecraft:ruined_mindspire_parkour" } }, "direct_entity": { "type": "minecraft:player", "type_specific": { "type": "minecraft:player", "gamemode": [ "adventure" ] }, "location": { "biomes": "minecraft:ruined_mindspire_parkour" } }, "is_direct": true } }, "effect": { "type": "minecraft:run_function", "function": "hb_redforest:r_mindspire/parkour_fall" } } ] } }``` I'm basically trying to negate fall damage, but make it so when players do take fall damage in a specific biome, a function is run to teleport them away.