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items:item-upgrading [2019/10/21 16:17]
indyuce
items:item-upgrading [2020/07/01 03:13] (current)
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 There are 3 things to setup in order to have a working item upgrading system: first of all, you need to setup the upgrading template, which dictates what stats are increased (+ by how much) when successfully upgrading an item. Then you need to some extra upgrading options for the item you want to upgrade. The last step is to setup either an upgrading consumable or an [[Upgrading-Recipes|upgrading recipe]]. There are 3 things to setup in order to have a working item upgrading system: first of all, you need to setup the upgrading template, which dictates what stats are increased (+ by how much) when successfully upgrading an item. Then you need to some extra upgrading options for the item you want to upgrade. The last step is to setup either an upgrading consumable or an [[Upgrading-Recipes|upgrading recipe]].
  
-====== Setting up the upgrading template======+===== Setting up the upgrading template=====
 The upgrade templates can be setup in the **upgrade-templates.yml** config file. This step is pretty straight forward but might require a bit of time to spend in the configs balancing your upgrading setup. Open your templates config file: The upgrade templates can be setup in the **upgrade-templates.yml** config file. This step is pretty straight forward but might require a bit of time to spend in the configs balancing your upgrading setup. Open your templates config file:
 <​code>​ <​code>​
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 **weapon-template-example:​** This is an upgrading template example for weapons. Every item upgrade, the weapon will 3% of its current attack damage _(meaning his current attack damage will be multiplied by 1.03)_, because the input ends with ''​%''​. Every item upgrade, the weapon also gains 2% critical strike chance (not relative to its current critical strike chance, but since crit strike chance is in %, the item still gains 2% crit chance), as well as 1% PvE damage, relative to its current attack speed. **weapon-template-example:​** This is an upgrading template example for weapons. Every item upgrade, the weapon will 3% of its current attack damage _(meaning his current attack damage will be multiplied by 1.03)_, because the input ends with ''​%''​. Every item upgrade, the weapon also gains 2% critical strike chance (not relative to its current critical strike chance, but since crit strike chance is in %, the item still gains 2% crit chance), as well as 1% PvE damage, relative to its current attack speed.
  
-**armor-default:​** When upgraded, an item with this upgrade template will gain 3% armor, 2% toughness, 5% block, dodge and parry rating, relative to its current stats since there is a `%`.+**armor-default:​** When upgraded, an item with this upgrade template will gain 3% armor, 2% toughness, 5% block, dodge and parry rating, relative to its current stats since there is a ''​%''​.
  
----+The ''​%''​ specified in the upgrade template does not have anything to do with the stat itself. It only means that the stat value gained by the item when upgrading is relative to the stat value that the previously item had. For instance, for a 8 Atk. Damage sword, gaining 3% attack damage (relative) isn't the same as gaining 3 attack damage (absolute).
  
-The `%` specified in the upgrade template ​does not have anything to do with the stat itselfIt only means that the stat value gained by the item when upgrading ​is relative to the stat value that the previously item hadFor instance, for a 8 Atk. Damage ​sword, gaining ​3attack ​damage ​(relative) isn't the same as gaining 3 attack ​damage ​(absolute).+Let's have a look at another example. Let's say we have a **sword with 10 Attack Damage** being upgraded, bound to the **weapon-default** ​upgrade template. This sword will thus gain 3% of its current damage, so at the end it will have ''​10 + (3% * 10) = 10 + 10 * 0.03 = 10.3 Atk. Damage'',​ as well as 2% Crit Chance since it didn't have any before, and since the crit chance earned per upgrade ​is independant of the current ​stat value. ​The sword does not have any PvE damageso gaining ​1PvE damage relative ​to its current value doesn'​t ​increase ​the PvE damage, since 1% of 0 is still 0.
  
-Let's have a look at another example. Let's say we have a **sword with 10 Attack Damage** being upgraded, bound to the **weapon-default** upgrade template. This sword will thus gain 3% of its current damage, so at the end it will have `10 + (3% * 10) = 10 + 10 * 0.03 = 10.3 Atk. Damage`, as well as 2% Crit Chance since it didn't have any before, and since the crit chance earned per upgrade is independant of the current stat value. The sword does not have any PvE damage, so gaining 1% PvE damage relative to its current value doesn'​t increase the PvE damage, since 1% of 0 is still 0. +//Currently, item upgrading only applies for numeric stats like crit chance, attack damage, armor, PvE damage, etc.//
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-_Currently, item upgrading only applies for numeric stats like crit chance, attack damage, armor, PvE damage, etc._+
  
 ===== Setting up the upgrading options for the consumable===== ===== Setting up the upgrading options for the consumable=====
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 ===== Setting up the upgrading options for the weapon/​armor/​...===== ===== Setting up the upgrading options for the weapon/​armor/​...=====
-Any item, including armors, weapons, etc. can be upgraded, however you need a few options set up in order to upgrade an item. Just like consumables,​ weapons/​armors also have an upgrading chance. The upgrading chances of the weapon and the consumable stack, i.e `total-upgrade-chance = <​item-upgrade-chance>​ * <​consumable-upgrade-chance>​`. If both items have a 40% upgrade chance, the total upgrade chance is ''​40% * 40% = 16%''​. When the item does not have 100% chance to be upgraded, you can enable an extra option which makes the **item break when failing to upgrade it.**+Any item, including armors, weapons, etc. can be upgraded, however you need a few options set up in order to upgrade an item. Just like consumables,​ weapons/​armors also have an upgrading chance. The upgrading chances of the weapon and the consumable stack, i.e ''​total-upgrade-chance = <​item-upgrade-chance>​ * <​consumable-upgrade-chance>​''​. If both items have a 40% upgrade chance, the total upgrade chance is ''​40% * 40% = 16%''​. When the item does not have 100% chance to be upgraded, you can enable an extra option which makes the **item break when failing to upgrade it.**
  
 An item may also have a **maximum amount of upgrades**, meaning that once the item reaches a specific level, it cannot be upgraded anymore. This is an important option if you don't want specific items to get too OP with upgrades. An item can also be upgradable only via crafting stations and upgrading recipes. An item may also have a **maximum amount of upgrades**, meaning that once the item reaches a specific level, it cannot be upgraded anymore. This is an important option if you don't want specific items to get too OP with upgrades. An item can also be upgradable only via crafting stations and upgrading recipes.

items/item-upgrading.1571674649.txt.gz · Last modified: 2020/07/01 03:13 (external edit)