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.
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:
ITEM_TEMPLATE_EXAMPLE:
type: SWORD
base:
material: IRON_SWORD
# <======== either here
modifiers:
first-modifier:
prefix: 'Modifier Prefix'
stats:
attack-damage: 3
# <======= or here
Abilities
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:
ability:
first-ability-id:
type: burn
mode: on_hit
# First ability modifier
cooldown:
base: 6
spread: .1
max-spread: .3
# Second ability modifier
duration:
base: 3
scale: .2
second-ability:
type: life-ender
mode: right-click
damage:
base: