Update Custom Professions

Jules 2022-07-06 22:41:35 +00:00
parent 959a4e3eb8
commit 6af3cbf8a0

@ -104,15 +104,15 @@ second_exp_table:
- 'exp{amount=100}' - 'exp{amount=100}'
``` ```
## General ### General
An experience table is broken down into multiple experience items (there is one config section for every exp. item inside an exp. table). An experience item is a set of rewards that has a X% chance of being claimed every Y profession levels. The `period` option (in levelups) indicates how frequently the item should be given to the player. The `chance` option determines the chance for the player to be given that item. An experience table is broken down into multiple experience items (there is one config section for every exp. item inside an exp. table). An experience item is a set of rewards that has a X% chance of being claimed every Y profession levels. The `period` option (in levelups) indicates how frequently the item should be given to the player. The `chance` option determines the chance for the player to be given that item.
## First Trigger ### First Trigger
Using the `first-trigger` option, you can select a level that the player has to reach before claiming an item. If the first trigger level is set to 5 and the period is set to 10, the item will be claimed by level 5, 10, 15 etc. If you don't specify anything for that setting, it's set to the item period by default. Using the `first-trigger` option, you can select a level that the player has to reach before claiming an item. If the first trigger level is set to 5 and the period is set to 10, the item will be claimed by level 5, 10, 15 etc. If you don't specify anything for that setting, it's set to the item period by default.
If you want an item to be only claimable ONCE, set the period to 0. If you want an item to be only claimable ONCE, set the period to 0.
## Fail Reduction ### Fail Reduction
If the player is unlucky and doesn't claim one of the items, the last option (`fail-reduction`) comes handy as it reduces the risk of further bad luck. Let's see how it works with an example: let's say an item claim chance is set to 60% and the fail reduction percentage is set to 50%. Setting it to 50% means that every levelup that fails at claiming the item will halve the remaining chance of not claiming it again. The successive claiming chances are then 60%, 80%, 90%, 95%, 97.5% (every time the distance to 100% gets halved). If the player is unlucky and doesn't claim one of the items, the last option (`fail-reduction`) comes handy as it reduces the risk of further bad luck. Let's see how it works with an example: let's say an item claim chance is set to 60% and the fail reduction percentage is set to 50%. Setting it to 50% means that every levelup that fails at claiming the item will halve the remaining chance of not claiming it again. The successive claiming chances are then 60%, 80%, 90%, 95%, 97.5% (every time the distance to 100% gets halved).
_For those of you familiar with mathematics the successive chances of failing describe a geometrical sequence_ _For those of you familiar with mathematics the successive chances of failing describe a geometrical sequence_