⭐Rate

Format: <lore><rating>

Ratings:
  lore: <string>
  default: <rate-id>
  rates:
    <rate-id>:
      price: <amount>
      display: <string>
      level-system:
        max: <amount>
        base-exp: <amount>
        exp-modifier: <amount>
        stat-modifier: <amount>
        enchant-modifier: <amount>
        buff-modifier: <amount>

lore:

which replace for <lore> in format

default:

which rating the item is if it hasn't setted before

rates:

  • rate-id: can be anything, ex: unknow, mythic, legendary, undefiene,...

  • price: how much the blueprint is. Ex: 1000, 10000, 2500

  • display which replace for <rating> in format. Ex: '&fUnknow', '&6/Legendary\', '&4!Demon!'

Level System:

  • max: max level item can reach. Ex: 30, 60, 100

  • base-exp: exp require to level up in item's level 0

  • exp-modifier: used in formula to calculate exp to levelup ExpToLevelup=baseExp+baseExpβˆ—currentLevelβˆ—ExpModifierExpToLevelup = baseExp + baseExp*currentLevel*ExpModifier Example: base-exp = 100, exp-modifier = 0.1, item level 9 require 190 exp

  • stat-modifier: used in formula to calculate new lore stat leveled up Stat=originStat+originStatβˆ—statModifierβˆ—curretLevelStat = originStat + originStat*statModifier*curretLevel originStat is stat of item level 0 Example: stat-modifier = 0.2, Item has 4.6 damage in level 0, then item level 5 has 9.2

  • buff-modifier, enchant-modifier: each 1/modifier1/modifier level increase buff, enchant level by 1 Recommend value: 1 divive equal a integer (0.1, 0.2, 0.25, 0.5, 0.333333333) Example: enchant-modifier = 0.25, item has SHARPNESS III in level 0, then item level 4 has SHARPNESS IV

Example:

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