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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.
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.
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.
Multiple cascading enchantments.
The other random enchants is beautiful because you can have options like;
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.
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.
White.Quest.Reward = 5%
Grey.Loot = 10%
Green.Crafted = 25%
etc.
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.
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.
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