Levels
Items can have different levels, with each level providing different bonuses to the holder.
Item levels affect the base stats of an item based on the current level of that item. At level 0 (default), no stats will apply, while at any level above that it will increase the stats based on the defined equation.
In the equations, you can use the following variables:
| Variable | Description |
|---|---|
v |
The current stat value of the item |
l |
The level of the item |
cool_sword:
Id: IRON_SWORD
Upgrades:
DefaultLevel: 5 # level to start at
MaxLevel: 99 # max level to reach
SetEquipLevel: false # enable this to use the item's current level as the EquipLevel
DefaultUpgradeDescription: ""
UpgradeDescription:
# formatting for <item.upgrade.description> placeholder
# if no description is found for a given upgrade, it will grab the nearest description below it
# i.e. 0 would grab DefaultUpgradeDescription
# 3 would grab 1
1: "<gray>+<lvl> Upgrades"
5: "<yellow>+<lvl> Upgrades"
10: "<gold>+<lvl> Upgrades"
DefaultLevelDescription: "Level <lvl>"
# formatting for <item.level.description> placeholder
# if no description is found for a given level, it will grab the nearest description below it
# i.e. 7 would grab 5
LevelDescription:
0: "<dark_gray>Level <lvl>"
5: "<gray>Level <lvl>"
10: "<yellow>Level <lvl>"
Stats:
# same formatting as in MythicMobs/config/config-items.yml
# if this list is empty or left out, it will default to that config file
Equations:
- SLASH_DAMAGE ADDITIVE v*(1+0.05*l)
- STAB_DAMAGE ADDITIVE v*(1+0.05*l)
ItemDataStats:
# provides bonus stats whenever a provided itemData is present (like ItemData.Rarity: UNCOMMON)
Rarity:
UNCOMMON:
- SLASH_DAMAGE ADDITIVE v*1.1 # supports l for level as well