Open ColonelKai opened 3 years ago
That could be an interesting idea.
My question would be at which stage this should happen? As this idea describes a Condition, it would be checked before the recipe is even processed.
I assume the recipe should be consumed, because else it wouldn't really be a risk, but then a condition wouldn't work 🤔
Possible alternative By setting multiple recipe results, you can choose a result at random (weighted random). For example, a trash item and a treasure item. Then you set the weight for each of the items, so the trash item occurs more often. Of course, the result is only re-rolled once the recipe is actually crafted (the player takes out the item).
This is an idea better than even i could think, but maybe just add a special item that says the result will be randomized?
Is your feature request related to a problem? Please describe. It would be nice to have a way of giving players a risky choice to go for a crafting recipe that has a chance to fail.
Describe the solution you'd like The ability to set a percentage for risk of making a crafting recipe success chance (the higher the percentage, the safer it is)
And when it fails, the crafting recipe to fail, and make a noise (Anvil Break?) (and perhaps close the GUI / give a message) to indicate that the crafting recipe failed.