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[Feature Requests] 1) Rarity tweaks. 2) Decimal place. 3) Multiple enchants. #27

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StraysFromPath opened this issue Jan 25, 2024 · 1 comment

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@StraysFromPath
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Loving this module so far and very thankful that you made it. After 48 hours of my players enjoying it here are their/my enhancement requests.

  1. Allow us to adjust the enchant chance on rarity could be cool and a better config option than the current implementation which is "what is the minimum rarity to begin enchanting" this way you could set for example.

White.Quest.Reward = 5%

Grey.Loot = 10%

Green.Crafted = 25%

etc.

  1. Decimal places.

If you put 2.5% the config errors out on worldserver boot and sets it to 100%.

Allowing us to have one decimal place would be nice.

  1. Multiple cascading enchantments.

The other random enchants is beautiful because you can have options like;

First.Enchant: 50%
Second.Enchant: 10%
Third.Enchant: 10%

So that 50% of items have one enchant, but 5% have two enchants, but 0.5% have three enchants. It's really cool how this changes everything.

One enchant is enough to shake gearing up a bit, but multiple enchants completely rewrites the game.

@AnchyDev
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The reason the module does not have multiple enchants is because it destabilizes and makes enchanting / profession enchants redundant. I have carefully chosen these enchanting slots:

  • Armor uses the TEMP enchantment slot.
  • Weapons use the 3rd socket enchantment slot (if there is not 3 sockets on the item).

The reason I don't use TEMP on the weapon is because

  • The enchantment shows up on the client as a buff as is removable but right clicking. This terminates the enchant permanently.
  • The issue occurs currently for shields and chest armor because the client sees these items are TEMP enchantable as well and will be fixed sometime in the future when I get some time.

Quality based enchanting is totally possible and I can potentially add quality as a condition in the enchantment template in the database.

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