Suggestions #41


  • Enhancment
  • Accepted
Open
Assigned to supavitax
  • Supavitax created this issue Feb 15, 2014
    Owner

    @Supavitax: Go

    Some other "Daily ideas :P

    • What about a /ils repair all or /ils repair armor command, it will repair the full Armor, helmet etc. so a update for the /ils repair command v2.49.
    • Maybe a GEM* feature like in WoW, it will add a extra Lore or it will edit a lore, like 'Health: +10 [+20]' You need to left click with the GEM the ils item, it will break & also add the stats / lore to the ils item. Maybe to add Stats & remove stats like (+ /- ) Health: +13 [-3]
    • A Rarity feature, it will add a rarity to the item like "common, uncommon, rare, epic, legendary etc." just a extra lore to know how awome the item is.
    • Maybe shorter lore names like "epic" (/ils lore 1 epic)

    Report:

    Also a report about the exporting feature, i exported a random item but it show only Name, Id, & Enchants, not the lores.

    Example Lores

    That is my idead about the ideas above. Some looks really like 'WoW'

  • Supavitax added the tags Accepted Enhancment Feb 15, 2014
  • tronman2020 posted a comment Feb 17, 2014

    I have been using mythic drops for almost all of that, and its hell trying to tie mythicdrops into ILS, ILS being the vastly superior of the two for attributes and damage. Currently I create all the ILS items for my server due to the odd random drops generator output.

    I have several gems in Mythic drops with ILS health mods and even negative buffs.
    To have the "saved items" or "random items generator config" less cryptographic would be great, especially with configurable drop percentages or raritys. Then I could get rid of mythic drops for the most part haha.

    All that said what would really set it apart is if the percentage drop of tier was directly proportional to the HP of the mob killed multiplied by a configured integer(such as a base HP of 40). That way when I have a badass zombie that takes six people to kill he doesn't just drop a wooden sword with sharp 1 :/

    First example:
    Using a points system to graduate tiers based on HP example: 1point:40hp
    Tier1:1pt
    Tier2:2pt
    Mob @ 60hp would have 75%,25% for T1 and T2

    Second example: the damage output of the item spawned was proportional to the HP of the mob killed by a configurable range such as
    Damage: +((MobHP/X)-10-25)-((MobHP/X)+10-25)

    Third example(and my personal favorite):
    Base damage of weapon(e.g. wooden sword @ 4damage) is multiplied by a configurable base mob hp
    a HP base of 40(configurable multiple), a 80Hp mob would then drop a 8HP wooden sword.
    (80)/40=2    (2)*(weaponbasedamage)=Newweapondamage

    This would make ILS pretty much the only infiinitely progressive plugin(with already having a HP and damage multiplier from origin)


    Edited Feb 17, 2014

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