Board Thread:Suggestions forum/@comment-26553378-20170805000616

Kinda in tandem with my recent suggestion about ways to get specific modifiers on items, this is about making your own mods.

Direct
Once again, I am unsure on how a commands syntax would be properly set up, but this is just supplying the basic idea of how it could work.

/lotr.customModify     <(only required if previous value is true) Affected entity type>  

 = String, displayed such as long or keen is currently.

 = ToolSpeed/MeleeSpeed/RangedSpeed/Luck/Durability/MeleeDamage/RangedDamage/MeleeKnockback/RangedKnockback/MeleeRange/RangedRange/ArmorToughness/ArmorRanged/ArmorFire/ArmorFall

 = float, for toolspeed/durability/ meleespeed/rangedspeed/meleerange/rangedrange/rangeddamage  this is the multiplied amount, for luck/meleedamage/meleeknockback/rangedknockback/ armortoughness/armorranged/armorfire/armorfall  this is the added (or subtracted) amount

 = boolean, determines if this mod should take an items bane slot, cannot be true if it affects a weapons range, a tools speed, or an armors effectiveness

 = A list of various entity types, Passive/Warg/Spider/Orc/Human/Player/TreeMan (ents/huorns)/Elf/Dwarf this will be the only type of entity affected by the modifier

 = Same as the effect version. This is optional, and serves to balance powerful modifiers.

New Mods
I am not sure if this would be config or command, and while I believe it would more likely be config, I know less on how to structure that, so it will be structured as a command.

/lotr.createMod     <Mod Special?> <(only required if previous value is true) Affected entity type> <Mod Balance Type> <Mod Balance Amount>

As I assume you noticed, this is the same command, except with a rarity value. It is really the same one, but inducts the modifier into the mod list, allowing it to be reforged onto an item if it is not special, and if special, be gained through kills as usual.

= positive integer? not sure how it works for normal modifiers, I would expect this would be the percent chance of being placed on the item, but for a special modifier this is the amount of kills of the affected mob required to gain.

Now that I think about it, a cfg file with the current mods included as well would be nice so that if someone thinks some of the current mods are OP, or are remaking them, they can. It would also allow for a single function to induct all of the mods rather than making each individually if that is not how it currently works.

This would be for all those people who want to see negative durability modifiers, or balanced modifiers in the game. This way they could simply add them directly themselves without mevans needing to code them in. Also, I honestly have no idea how the modifiers really work code-wise, I really am only just learning after all.<ac_metadata title="Custom Modifiers"> </ac_metadata>