kreezxil / World-of-Dragons-A-New-Age

Word of Dragons based on WyrmRoost
https://www.curseforge.com/minecraft/modpacks/world-of-dragons-a-new-age
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[Suggestion] Incease the enchanting limit with apotheosis. #45

Closed Elrol closed 4 years ago

Elrol commented 4 years ago

The only reason that I am suggesting it, is because the current max enchanting level, is not high enough to get all of the enchants, like life mending (not really that good since it takes hp to repair, but its an example)

The information on each enchant (with a few exceptions) can be found here

(ep is enchanting power, currently capped at 20 vanilla and 50 hellshelf)

Those are the minimum enchanting levels to get the maximum level of each enchant. The ones marked with the * are currently unable to be gotten.

I would suggest maybe bumping the enchanting to 30 vanilla, and 100 hellshelf, or 50 vanilla and 120 hellshelf, or somewhere in there. But it is just a suggestion.

kreezxil commented 4 years ago

thanks for providing configs!!!

kreezxil commented 4 years ago

The config file apotheosis/enchantments.cfg is not as straightforward as your own words. I don't feel like digging thru their documentation.

What I'm going to do is wait for you edit the file on your end and then submit it to this tracker. Once received it will go in either todays update or the whenever update.

Elrol commented 4 years ago

Sounds like a plan. When I get up I will tweak the file and upload it straight away.

Tarlin83 commented 4 years ago

Tried looking into this myself and see the confusion the Kreezxil experienced. This is the information provided by you @Elrol in the link above for Berserkers Fury:

Berserker's Fury Equipment Slots: Chest, Legs Minimum Enchantment Power: 60 + level 15 Maxiumum Enchantment Power: 100 + level 15 Maxiumum Level: 4 Enchantment Types: Corrupted Effect: When damaged, the player will take an additional level level corrupted damage and gain 200 level ticks of Resistance, Strength, and Speed. Potion levels are equivalent to enchantment level. Multiple enchantments can stack, the sum of all levels will be treated as the level. The effect will not trigger if the user has resistance active.

This is the translation in the enchantments.cfg file: "apotheosis:berserk" {

The max level of this enchantment. [range: 1 ~ 127, default: 4]

I:"Max Level"=3

# A function to determine the max enchanting power.  The variable "x" is level.  See: https://github.com/uklimaschewski/EvalEx#usage-examples [default: ]
S:"Max Power Function"=

# The min level of this enchantment. [range: 1 ~ 127, default: 1]
I:"Min Level"=1

# A function to determine the min enchanting power. [default: ]
S:"Min Power Function"=

}

Do I just need to plug in the Min and Max enchantment power after: # A function to determine the min enchanting power. [default: ] S:"Min Power Function"= 60 As an example.?

Curious as to how this one works seems super simplistic but very confusing based of the wording. I would assume that there needs to be an algorithm to establish the "Minimum Enchantment Power: 60 + level * 15" that is represented by the authors in your linked git post.

Elrol commented 4 years ago

Um. well what I was thinking was just to change the other file instead of redoing all of the enchants like that we could just change the "enchantment_module.cfg" from this: `general {

If cobwebs can be used in anvils to remove enchantments. [default: true]

B:"Enable Cobwebs"=true

# If any two enchanted items can be combined in an Anvil. [default: false]
B:"Item Merging"=true

# The maximum enchantment power a table can receive from normal sources. [range: 0.0 ~ 3.4028235E38, default: 20.0]
S:"Max Normal Power"=20.0

# The maximum enchantment power a table can receive. [range: 0.0 ~ 3.4028235E38, default: 75.0]
S:"Max Power"=50.0

}`

To this:

`general {

If cobwebs can be used in anvils to remove enchantments. [default: true]

B:"Enable Cobwebs"=true

# If any two enchanted items can be combined in an Anvil. [default: false]
B:"Item Merging"=true

# The maximum enchantment power a table can receive from normal sources. [range: 0.0 ~ 3.4028235E38, default: 20.0]
S:"Max Normal Power"=20.0

# The maximum enchantment power a table can receive. [range: 0.0 ~ 3.4028235E38, default: 75.0]
S:"Max Power"=120.0

} `

or something like that. It would do basically the same thing and allow all the enchants to be gotten, but thats up to you which you would like to be changed

Tarlin83 commented 4 years ago

Changed Enchantment_module.cfg to reflect the base default configs as represented in the .cfg

general {
    # If cobwebs can be used in anvils to remove enchantments. [default: true]
    B:"Enable Cobwebs"=true

    # If any two enchanted items can be combined in an Anvil. [default: false]
    B:"Item Merging"=true

    # The maximum enchantment power a table can receive from normal sources. [range: 0.0 ~ 3.4028235E38, default: 20.0]
    S:"Max Normal Power"=20.0

    # The maximum enchantment power a table can receive. [range: 0.0 ~ 3.4028235E38, default: 75.0]
    S:"Max Power"=75.0
}

This incorporated smoothly, no bugs on testing.

@kreezxil

kreezxil commented 4 years ago

added to the production server and the next modpack release (which won't happen today)