Features (Levels 1) - TheXFactor117/Levels GitHub Wiki
Features (r4.1.3 and below)
Rarities
There are five rarities that swords, bows, and armors will be able to have, those being basic, uncommon, rare, legendary, and ancient. As the rarities increase, they become much more powerful than the rarities beforehand, but also become much harder to find too, especially the higher rarities.
When you first obtain a sword, bow, or armor, it will automatically be assigned a rarity.
Enemy Leveling
As of Levels r4.1.0, enemies will now be given levels. Depending on the level, the monster could have more damage than usual, and even more attack damage. Here is a list of all the levels and what they provide:
- Weakened: weakened monsters have 10 points less of health and 2 points less of damage.
- Normal: your typical vanilla monster.
- Hardened: max health and damage increased by 20%
- Superior: max health and damage increased by 40%
- Elite: max health and damage increased by 60%. Elite monsters also have a 10% chance at using an ability.
- Legendary: max health and damage increased by 80%. Legendary monsters also have a 20% chance at using an ability.
In other words, if you happen to come across a Legendary monster, you might as well just run the opposite direction. On the other hand, your fist might make a pretty good weapon against a Weakened monster.
As this system is in its infancy, expect several changes to how things work, such as balancing percentages and even adding a few rewarding features for higher level enemies. Support and ideas are more than welcome here.
Experience Leveling
Levels incorporates a complex leveling system in which you can use to level up your swords, bows, or armors, giving them more powerful abilities and stats. By effectively using your weapons and armor, you will be able to gain experience, which will then be counted towards its level. By default, there is a max level cap of 6, although this cap can be adjusted however you wish (though I highly recommend 6, as it is the most balanced). Once your weapon/armor reaches the max level, it will no longer be able to level up or gain experience.
Every time your weapon/armor levels up, an algorithm will run to determine if any bonuses will be added, mainly abilities. This algorithm works in a way where most things are completely randomized. Depending on your rarity, a new ability will try to be applied. Higher rarities have much higher chances of getting higher rarity abilities, while lower rarity weapons/armor will have a harder time gaining higher rarity abilities. Though, the algorithm is highly randomized, meaning anything could technically happen. On top of this, there is also the unfortunate chance that nothing will get applied. This will only occur if the algorithm decides to choose the same ability, though this usually only happens with lower rarity weapons/armor.
Weapon Abilities
When your weapon levels up, it will have the chance at obtaining one of these abilities. These abilities have rarities too, which means rarer abilities are harder to obtain.
- Fire (Basic) - sets enemies on fire for 4 seconds.
- Frost (Basic) - freezes enemies in place for 4 seconds.
- Poison (Basic) - inflicts poison upon the enemy for 7 seconds.
- Strength (Uncommon) - after a successful attack, there is a percentage chance at granting you a strength buff for 3 seconds.
- Elemental (Uncommon) - deals one of these three abilities: fire, frost, or poison.
- Darkness (Uncommon) - percentage chance at inflicting blindness upon your enemy.
- Light (Rare) - enemies become weakened for 5 seconds.
- Bloodlust (Rare) - enemies begin to bleed, randomly dealing damage.
- Sting (Rare) - percentage chance at dealing a randomized amount of damage.
- Ethereal (Legendary) - percentage chance of gaining half the amount of damage in health for yourself.
- Chained (Legendary) - percentage chance at dealing the damage dealt to all near by enemies within a 5 block radius.
- Void (Ancient) - percentage chance at instantly killing your enemy.
Armor Abilities
As with weapons, when your armor levels up, you will have a chance at obtaining an ability.
- Molten (Basic) - percentage chance at setting the enemy on fire.
- Frozen (Basic) - percentage chance at freezing the enemy.
- Toxic (Uncommon) - percentage chance at poisoning the enemy.
- Beastial (Uncommon) - when low health, gain a strength boost.
- Enlightened (Rare) - gain a little bit of health back per hit.
- Absorb (Rare) - percentage chance to regenerate health for a short amount of time.
- Hardened (Legendary) - percentage chance at negating any damage dealt.
- Invisibility (Legendary) - percentage chance to gain invisibility for a brief time.
- Void (Ancient) - percentage chance at instantly killing your enemy.