Added a MaximumItemOptionLevelDrop game configuration setting, which allows an admin to set the maximum item option level that can drop from mobs (valid values are 1, 2, 3, 4; default is 3). A value of 3 means items can drop with options +4/+8/+12 dmg/def (weapons/armor set items) or +5/+10/+15 def rate (shields). This value corresponds to original game design.
Interesting how the client doesn't color in blue the items names on the floor for these "abnormal" level options :smiley:
Bugfixes
When generating item drops, due to the implemented data model structure, the item option level 1 was never being assigned. Any item option level up to MaximumItemOptionLevelDrop can now be assigned to an item drop. (An alternative approach here would be to redo the data structure.)
For the same reason as above, an item option of level 2 was assigned (bypassing level 1) upon success when using a JOL if the item didn't have an option yet. Option level 1 is now applied in this case.
JOL upgrade fail now removes the option, as per the original game design (example reference), instead of decreasing level by 1 or removing.
Removed skill from Guardian Shield item definition, as this is a SM item :stuck_out_tongue:
Feature
MaximumItemOptionLevelDrop
game configuration setting, which allows an admin to set the maximum item option level that can drop from mobs (valid values are 1, 2, 3, 4; default is 3). A value of 3 means items can drop with options +4/+8/+12 dmg/def (weapons/armor set items) or +5/+10/+15 def rate (shields). This value corresponds to original game design. Interesting how the client doesn't color in blue the items names on the floor for these "abnormal" level options :smiley:Bugfixes
MaximumItemOptionLevelDrop
can now be assigned to an item drop. (An alternative approach here would be to redo the data structure.)