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Item Generator Templates · Changes

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Updated Item Generator Templates (markdown) authored Apr 08, 2020 by Indyuce's avatar Indyuce
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Item-Generator-Templates.md
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Item generation templates are the base items used to generate random items. They have a list of **modifiers** which apply under certains conditions, making the generated item stronger, and a list of default item stats which defines how the basic item looks.
Item generation templates are the base items used to generate random items. They have a list of **base item stats** which defines how the default item with no modifier looks, and a list of **modifiers** which can make the item more powerful based on its rarity.
The item statistics all scale on the item level. For instance,
```
LONG_SWORD:
......@@ -19,6 +18,30 @@ LONG_SWORD:
base: 0
scale: 1
```
This config sets the item base attack damage to `6 + 1.2 * <level>` where <level> is the selected item level. The base item is also an iron sword which name is `Long Sword`, and so on. The stat format for the `base` config section is the same as in the /MMOItems/item config files with a few exceptions
The `base` config section corresponds to the base item stats. For example, this config sets the item base attack damage to `6 + 1.2 * <level>` where <level> is the selected item level. The base item is also an iron sword which name is `Long Sword`, and so on. The stat format for the `base` config section is the same as in the `/MMOItems/item` config files with a few exceptions (see _Stat Format_ below)
Item generation templates can be found under the `/MMOItems/generator/items` folder. You may add as many YML configs as you want in that folder to sort your templates.
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Item generation templates can be found under the `/MMOItems/generator/items` folder. You may add as many YML configs as you want in that folder to sort your templates.
## Numeric Stats
Number based item statistics like armor/atk damage/... all scale according to the item level. However, so that items with the same level do not have the **exact same stat values**, a slight random offset is applied to each stat independently of the other stat offsets.
```
ITEM_TEMPLATE:
base:
projectile-damage:
base: 10
scale: 3
spread: 0.1
max-spread: 0.3
```
First of all, we have a 10% flat projectile damage, plus 3% for every item level, e.g a lvl 12 item will have **in average** 42% projectile damage.\
The `spread` option defines how much the stat value fluctuates around that average (42% in the example above). Setting it to 0.1 corresponds to a standard deviation of 10% relative to the stat value. Roughly speaking, the stat value will receive a +/- 10% random offset in average.
The `max-spread` defines the maximum offset of the stat value around the average value. Setting it it 0.3 is reasonable, because that would mean the stat value will fluctuate between 70% and 130% of the average value.
If you do not want to apply that random fluctuation to stat values, leave these options to 0 (or just remove them from your stat config section). Standard deviation/max deviation is set to 0% by default.
If you want a stat value independant of the item level, this works too:
```
ITEM_TEMPLATE:
base:
attack-speed: 1.7
```
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