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Randomly generated items can have **numeric stats**, like attack damage, attack speed, crit strike chance, but you can also add more **complex stats** to it, like abilities, or permanent potion effects, which power do also scale with the item level. These statistics are more complex and therefore a little harder to setup.
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Remember any code snippet found in that page would go either in the `base` config section of an item gen template (which corresponds to the template base item data), or in the `stats` config section of an item gen modifier:
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```
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ITEM_TEMPLATE_EXAMPLE:
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type: SWORD
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base:
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material: IRON_SWORD
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# <======== either here
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modifiers:
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first-modifier:
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prefix: 'Modifier Prefix'
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stats:
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attack-damage: 3
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# <======= or here
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```
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### Abilities
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Using the item generator, you can create items with special abilities which get stronger the higher the item level. Precisely, abilities have modifiers (how much damage it deals, how long a potion effect lasts..) which can scale on the item level. Use this format to add an ability to an item gen template/item gen modifier:
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```
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ability:
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first-ability-id:
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type: burn
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mode: on_hit
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# First ability modifier
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cooldown:
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base: 6
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spread: .1
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max-spread: .3
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# Second ability modifier
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duration:
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base: 3
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scale: .2
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second-ability:
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type: life-ender
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mode: right-click
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damage:
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base:
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```
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You may notice that the format is the exact same as if you wanted to add an ability to a normal (not randomly generated) mmoitem. The only thing that changes is how you define the ability modifiers, because they are the only values which can really scale on the item level. The formulas used to define an ability modifier are the same as the formulas used with [[numeric stats|Item-Generator-Templates]].
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In this example, the on-hit burn ability has a 6s cooldown however that values fluctuates +/-10% in average with a maximum relative offset of 10%. The burn lasts for 6 seconds but that duration is increased by 0.2 second for every item level.
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# |
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\ No newline at end of file |