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@Supavitax: Go
Some other "Daily ideas :P
Report:
Also a report about the exporting feature, i exported a random item but it show only Name, Id, & Enchants, not the lores.
That is my idead about the ideas above. Some looks really like 'WoW'
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)
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