forked from RandyKnapp/ValheimMods
-
Notifications
You must be signed in to change notification settings - Fork 2
Implementation of item quality config #15
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Open
FominArtmind
wants to merge
11
commits into
Vapok:releases/EpicLoot/v0.9.37-vapok
Choose a base branch
from
FominArtmind:pr-quality-of-items
base: releases/EpicLoot/v0.9.37-vapok
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
Implementation of item quality config #15
FominArtmind
wants to merge
11
commits into
Vapok:releases/EpicLoot/v0.9.37-vapok
from
FominArtmind:pr-quality-of-items
Conversation
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…that is, always increase chances for the highest rarity available)
…tting on item creation
…n, Elite) and the corresponding ValuesPerRarityExceptional, ValuesPerRarityElite config for magiceffects.json
…xceptional unique item if the related config doesn't possess the required quality effects
Author
|
Added quality config for set bonuses. Selected by the minimum quality of the player's items the set consists of. Example of usage: |
Author
|
Added magic effect count distribution config per quality (example from loottables.json): |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Motivation: it's great to extend loot system with grades of the item, that is, something like "Normal", "Exceptional", "Elite" like in Diablo 2. Such configuration can provide the possibility to make:
a) some additional layer of "rarity", that is, for example, it's already hard to get some great epic/legendary item with particular stats, but there are Exceptional/Elite versions of the same item that are even more hard to get
b) early game items to be more relevant in mid-late game, that is, exceptional version of armor can have armor comparable to the armor of the following grade, elite - to the armor of two grades higher etc. That is more important when there is a big list of unique legendary items, each with some very specific properties, and the player would like to have some particular item fitting into their playstyle but this item becomes obsolete due to its plain phys dmg or armor stats.
Example of usage (loottables.json):
Example of usage (legendaries.json):
Example of usage (magiceffects.json):
Backward compatibility: similar to ItemName filter, requires FominArtmind:pr-item-name-in-magic-item, FominArtmind:pr-rolling-effect-value-distribution-change, FominArtmind:pr-luck-formula-change to be accepted first to avoid merge conflicts.