# # Credits: silviu20092 # [worldserver] ######################################## # Item upgrade module configuration ######################################## # # ItemUpgrade.Enable # Description: Enable the module or not. If the module is toggled off, items that were previously upgraded will lose their upgrade bonus. # Re-enabling the module will restore the already upgraded item bonuses. # Default: 0 - Disabled # 1 - Enabled # ItemUpgrade.Enable = 1 # # ItemUpgrade.AllowedStats # Description: Stats that are allowed to be upgraded. These correspond to the ItemModType enum from ItemTemplate.h # For example, to allow "Attack power" to be upgraded, there is ITEM_MOD_ATTACK_POWER = 38 in the enum, # so just add it to the list of allowed stats. Values are separated by , # Items that were upgraded with a certain stat will LOSE their upgrade bonus if you remove the stat from # allowed list. If you re-add the stat, the items will GAIN back their upgrade bonus for that stat. # Default: 3,4,5,6,7,32,36,45 # ItemUpgrade.AllowedStats = 3,4,5,6,7,32,36,45 # # ItemUpgrade.SendUpgradedItemsPackets # Description: Whether to send SMSG_ITEM_QUERY_SINGLE_RESPONSE for upgraded items. This will ensure that owner will see the stats correctly # when reading item description. ONLY the owner will see the stats though and this DOES NOT work for items that have random # properties (stats that are random after acquiring the item, such as "of the Bear" or "of Intellect" items). The limitation # is due to WOTLK client nature and is not possible to be solved. Weapon upgrades (min/max damage increased) WILL also be # visible for items with random properties. # THIS ONLY AFFECTS VISUALS, UPGRADED STATS WILL BE THERE NONETHELESS! # Default: 0 - Disabled # 1 - Enabled # ItemUpgrade.SendUpgradedItemsPackets = 1 # # ItemUpgrade.SendUpgradedItemsPacketsPrioritization # Description: Since SMSG_ITEM_QUERY_SINGLE_RESPONSE is sent by item ENTRY and not by universal identifier (GUID) it means that if # multiple items with the same entry have upgrades (whether stat upgrades or weapon upgrades) then the player will see # the exact same stats and damage for ALL items with the same entry. So there must be some kind of prioritization, # whether to choose the item with the most stat upgrades or with the highest weapon upgrade percentage. # Example: if player has two Ramaladni's Blade of Culling and both items were upgraded, one with 5% weapon damage upgrade # and the other with 10% weapon damage upgrade AND ItemUpgrade.SendUpgradedItemsPacketsPrioritization is 1 # then the player will see both weapons have 10% more damage. Again this is only VISUAL, stats are correctly # calculated for both! # Values : 0 - Prioritize upgraded stats (items with higher number of upgraded stats will be prioritized) # 1 - Prioritize weapon upgrade (items with the highest weapon upgrade percentage will be prioritized) # Default : 0 # ItemUpgrade.SendUpgradedItemsPacketsPrioritization = 0 # # ItemUpgrade.AllowUpgradesPurge # Description: Allows the players to purge upgrades from their items. # Default: 0 - Disabled # 1 - Enabled # ItemUpgrade.AllowUpgradesPurge = 1 # # ItemUpgrade.UpgradePurgeToken # Description: Give the player a token (item) when purging an upgrade. This is just an item entry, can be anything. Only active when # ItemUpgrade.AllowUpgradesPurge = 1 # Default: 0 - No token # Item Entry - the entry of token # ItemUpgrade.UpgradePurgeToken = 0 # # ItemUpgrade.UpgradePurgeTokenCount # Description: How many ItemUpgrade.UpgradePurgeToken to give when players purge an upgrade. Only active when ItemUpgrade.AllowUpgradesPurge = 1 # and ItemUpgrade.UpgradePurgeToken is a valid item entry # Default: 0 - No effect # 1+ - count # ItemUpgrade.UpgradePurgeTokenCount = 0 # # ItemUpgrade.RefundAllOnPurge # Description: Refund all items/gold/honor/arena when purging that were used to upgrade the item. EVERYTHING is refunded, meaning if the item # has rank 3 stamina for example, it will refund everything from rank 1 to 3. Only active when # ItemUpgrade.AllowUpgradesPurge = 1 # Default: 1 - Refund everything that was used to upgrade the item # ItemUpgrade.RefundAllOnPurge = 1 # # ItemUpgrade.RandomUpgradesOnLoot # Description: Whether looted items (including from party loot, quest items) can be automatically upgraded. Titanforging-like system. # Default: 0 - No # 1 - Yes, automatic item upgrades enabled # ItemUpgrade.RandomUpgradesOnLoot = 0 # # ItemUpgrade.RandomUpgradesBroadcastLoginMsg # Description: Let players know that random item upgrades are ON via a message that will be sent when player logs in. # Only has effect when ItemUpgrade.RandomUpgradesOnLoot = 1. Just set to "" (double quotes) if you don't want to broadcast anything. # Default: |cffeb891a[ITEM UPGRADES SYSTEM]:|r Random item upgrades are active. You have a chance to gain stat upgrades on loot for eligible items. # ItemUpgrade.RandomUpgradesBroadcastLoginMsg = |cffeb891a[ITEM UPGRADES SYSTEM]:|r Random item upgrades are active. You have a chance to gain stat upgrades on loot for eligible items. # # ItemUpgrade.RandomUpgradeChance # Description: Automatic upgrade chance, only has effect when ItemUpgrade.RandomUpgradesOnLoot = 1. Must be > 0. # Default: 2 - 2% chance for items to be automatically upgraded when looted # ItemUpgrade.RandomUpgradeChance = 2 # # ItemUpgrade.RandomUpgradeMaxStatCount # Description: How many stats can be automatically upgraded. This will always be a roll between 1 and the value that you choose here. So if # you choose 4 for example, a value between 1 and 4 will be rolled. If 3 is rolled, then 3 stats will be upgraded up to ItemUpgrade.RandomUpgradeMaxRank. # The chosen stats are also random. If an item has LESS stats than the rolled value, then ALL stats will be upgraded up to ItemUpgrade.RandomUpgradeMaxRank. # Choose a value between 1 and 10. # Default: 2 - maximum 2 stats will be upgraded (so always 1 or 2 stats) # ItemUpgrade.RandomUpgradeMaxStatCount = 2 # # ItemUpgrade.RandomUpgradeMaxRank # Description: Maximum upgrade rank that can be chosen. This will always be a roll between 1 and the value that you choose here. So if # you choose 3 for example, a value between 1 and 3 will be rolled. If 2 is rolled, then the stat will be upgraded to RANK 2. # If there is no RANK n, then RANK n-1 is chosen, if RANK n-1 is still not available, then the next available rank is searched # until found. # Default: 3 - each stat can go up to RANK 3 # ItemUpgrade.RandomUpgradeMaxRank = 3 # # ItemUpgrade.RandomUpgradeWhenBuying # Description: Whether items that are bought from vendors can be randomly upgraded # Default: 0 - don't randomly upgrade bought items # ItemUpgrade.RandomUpgradeWhenBuying = 0 # # ItemUpgrade.RandomUpgradeWhenLooting # Description: Whether items that are looted can be randomly upgraded # Default: 1 - randomly upgrade looted items # ItemUpgrade.RandomUpgradeWhenLooting = 1 # # ItemUpgrade.RandomUpgradeWhenWinning # Description: Whether items that are won by Need/Greel rolls in raid/party can be randomly upgraded # Default: 1 - randomly upgrade won items # ItemUpgrade.RandomUpgradeWhenWinning = 1 # # ItemUpgrade.RandomUpgradeOnQuestReward # Description: Whether quest rewarded items can be randomly upgraded # Default: 1 - randomly upgrade quest rewarded items # ItemUpgrade.RandomUpgradeOnQuestReward = 1 # # ItemUpgrade.RandomUpgradeWhenCrafting # Description: Whether crafted items can be randomly upgraded # Default: 1 - randomly upgrade crafted items # ItemUpgrade.RandomUpgradeWhenCrafting = 1 # # ItemUpgrade.UpgradeWeaponDamage # Description: Shows a menu where weapon physical damage can be upgraded (min/max damage of a weapon) # Default: 1 - show the menu # ItemUpgrade.UpgradeWeaponDamage = 1 # # ItemUpgrade.UpgradeWeaponDamagePercents # Description: A list of percentages (separated by comma) that the players can select when upgrading their weapons. # Numbers here will be sorted ascending and they will act like ranks, players will have to purchase # the previous rank (percentage) in order to buy the next one. # For example: 5,10,15 - lets say that a player wants to upgrade the damage of a weapon by 10%; the player # can't directly upgrade by 10%, the player will need to buy the 5% damage increase first. # When a percentage is chosen for upgrade, weapon's physical min/max damage will be increased by this percent. # Default: 5,10,15 - can choose to upgrade by 5%, 10% and 15% respectively # Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1 # ItemUpgrade.UpgradeWeaponDamagePercents = 5,10,15 # # ItemUpgrade.UpgradeWeaponDamageToken # Description: A token (item) that is to be used when players want to upgrade the damage of a weapon. # Default: 0 - No token # Item Entry - the entry of token # Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1 # ItemUpgrade.UpgradeWeaponDamageToken = 0 # # ItemUpgrade.UpgradeWeaponDamageTokenCount # Description: The number of ItemUpgrade.UpgradeWeaponDamageToken required to purchase a weapon damage rank. # Default: 1 - 1x ItemUpgrade.UpgradeWeaponDamageToken # Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1 # Only takes effect when ItemUpgrade.UpgradeWeaponDamageToken is a valid item # ItemUpgrade.UpgradeWeaponDamageTokenCount = 1 # # ItemUpgrade.UpgradeWeaponDamageMoney # Description: Money (copper) required for players to pay when buying a weapon damage upgrade. # Default: 0 - No money # Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1 # ItemUpgrade.UpgradeWeaponDamageMoney = 0