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As seen on the [[General|Item-Generator]] page, one item can be generated with multiple modifiers. A modifier is defined by four options: its **selection chance**, its **modifier weight**, its **stat list** and its **prefix/suffix**.
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### Prefixes/suffixes
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## Prefixes/suffixes
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When a modifier is selected during item generation, its suffix/prefix is automatically applied to the item. If multiple prefixes/suffixes are added, MMOItems only keeps the prefixes/suffixes with the higher priority, e.g an item which has `Sharp` with prefix priority 0 (because 0 by default) and `Fiery` with prefix priority 1 will only display `Fiery`. If you don't want to use the prefix/suffix priority system, just define the prefix/suffix using this format:
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```
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modifier:
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priority: <integer-needed>
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```
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### Weight
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## Weight
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The modifier weight is the amount of capacity deduced to the generated item when the modifier is applied to this item. If your item has 5 modifier capacity, it won't be able to receive a modifier with weight 6. Since modifier capacity is directly determined by the item's tier, some tiers just cannot have specific modifiers.
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```
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modifier:
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weight: 5
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```
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### Selection Chance
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## Selection Chance
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This is a smaller option to balance your modifiers. You can setup modifiers so that, even if the generated item has enough modifier capacity to receive the modifier, there is still a X% chance that the modifier will not apply. Use the following format:
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```
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modifier:
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chance: .1 # Corresponds to a 10% selection chance
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```
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### Modifier Stats
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## Modifier Stats
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These are the stats which will be applied to the item, if the modifier is selected, i.e if the generated item has enough modifier capacity and if the modifier selection chance test was successful. The format used here to define what stats are added is the exact same as the format used to define the base item data of an [item generation template|Item-Generator-Template].
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```
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toxic:
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