Hello everyone, Recently I held a Patreon poll to figure out what aspect of my EliteMobs boss battles Minecraft plugin I should work on next, and, in a shocking twist that I am sure no one saw coming, the item upgrade system won. Now, creating a good item upgrade system is no easy task, and it is something that different people will have very different opinions about. Item systems can be as complex as Path of Exile’s, where upgrading items with gems will determine how the game is played or can also be as simple As adding a plus one damage to a weapon. As many of you may know, if the hundreds of discord messages asking me about it are to be believed, this is not the first item upgrade system that I have made for the EliteMobs plugin. I am not satisfied with how the old item upgrade System used to work. To keep things short, there was a long chain of actions that allowed you to turn large amounts of useless high-level items into upgrade orbs that could then be used to upgrade the level of an item by 1. This system was not great, but it gave people Something useful to do with the large amounts of loot they could obtain other than selling it or leaving it on the floor. However, loot design has since moved away from dropping huge amounts of loot to instead dropping smaller amounts of more interesting and focused loot – think Less Diablo and more World of Warcraft. Since the loot philosophy changed, I felt like a change in the upgrade system was needed as well. Most of all, the system was… boring. Adding one damage, or five damage, or whatever amount to a sword is fundamentally not interesting and Doesn’t really provide any options for players. Thus, to solve these issues, and based on some popular requests, I came up with a new plan. The planning phase A wise man once said that there is no such thing as a new idea. As the person that came Up with that saying, I knew I had to turn to other games to get some “inspiration” as to how this new and completely original system might function. During planning, I decided to mix elements from Black Desert Online’s item upgrade system, the trials from the World of Warcraft proving grounds, The random event system of Runescape and the enchantment system of a little-known indie game called Minecraft to come up with a totally original, patent pending item upgrade system. First, let’s quickly go over how the item system works: all combat items have a Level. Item levels determine the base damage of weapons and the base damage reduction of armor. These stats only matter when fighting Elites, so it doesn’t make vanilla combat ridiculously easy nor does it break PvP, or at least it tries not to. Items can have enchantments, which will increase damage, damage reduction, Or do some kind of special behavior like the flamethrower enchantment. Enchantments do not affect the level of the item. Items with a lot of good enchantments are called high quality items. Items with little to no enchantments are called low quality items. Lower-level high-quality items can do more damage than higher-level low-quality items, But ultimately higher-level high-quality items are what players usually want to try to get. Got it? Alright, let’s talk about the system as planned. I originally drafted a plan consisting in a system where players could loot elite enchanted books from bosses. These books, once combined with item upgrade tickets could then be Used to upgrade an item with a new enchantment. This would also have a currency price that would increase with the quality of the item. The higher the quality of the item, the more enchanted books and enchantment tickets you would need to further enchant the item, As well as exponentially increasing amounts of currency needed. There would also be four possible outcomes to enchanting an item: – Success, where the item is enchanted correctly. – Failure, where the components used to enchant the item are lost without the item getting enchanted. – Critical failure, where the item the player was trying to enchant is permanently lost. – And challenge, the most fun outcome which I am not going to spoil right now. Now armed with what would undoubtedly be the perfect plan, I got to work programming. It is said that no plan survives first contact with the enemy, and I am faced with the worst enemy of them all: getting people to understand how something works. One week in I had finally programmed enough to feel comfortable sharing the first sneak peek into some of the enchantment system, and… Hm, not exactly the reaction I was hoping for. With the weird suspicion that the system might still be a bit too complex, after to talking to one of my patrons about it, I came to realize that this was the least interesting way of adding depth to the upgrade system. Instead, enchantment tickets got retooled to become lucky tickets which double your chance of success when attempting to upgrade an item, making this ticket optional, far more interesting to use and making it so only one gets used per enchantment. Now much more satisfied with the new and improved lucky tickets, I was left wondering how I wanted to deal with the enchantment books. At this stage, the enchanted books were a very rigid system, a special item which admins could not create, and which were required in very large amounts To enchant items. This smelled fishy to me, but I couldn’t quite find a solution for it. Because I was unsure of what I wanted to do, I took a quick detour and added full documentation for every global configuration file, fixed a bunch of bugs, removed now unused features oh, And completely remade the repair system. Alright so the video is not really about this, but remaking the repair system helped me better understand how to fix the enchantment system so let’s talk about that. Fundamentally, repairing elite items requires Scrapping other elite items at the scrapper. The way the repair used to work was that the level of the scrap was the same as the level of the scrapped item, and higher-level scrap would repair more. Since by default there are about 200 levels of items in EliteMobs, There were also about 200 levels of scrap. I wanted a new solution where scrap was drastically simplified and better integrated into the plugin, so I quickly wrote a new enchantment mysteriously called Repair with 5 different levels. I then created 5 different Custom items that use the 5 different levels of the new Repair enchantment and made it so scrapping an item between levels 0-50 gives a tiny scrap, between 50-100 gives a small scrap, 100-150 gives a medium scrap, 150-200 gives a large scrap and above 200 gives a huge scrap. Scrap from higher level items still repairs more, but the repair system is globally far more generous with how much it repairs compared to how it was before. I also modified it so default scrap is not soulbound to players, making it tradeable, And since it’s just an enchantment, admins can create their own custom item as scrap. Finally, I had a repair system people could give a scrap about. Now wiser from the quick detour I had just taken, I saw the issue with fresh Eyes. The system was once again too hard to understand, and I had a plan to fix it. I went back and deleted large chunks of the new overly complex system. Fortunately, some things could be salvaged, but removing hours of work also removes little bit of your soul every time. Feeling inspired, I created the lucky source and the enchanted source custom enchantments. These enchantments exist only to let the plugin know that an item can be used at the enchanter as a lucky ticket, doubling the chance of the enchantment working, or as an enchanted book, Meaning that any enchantment other than enchantment source on the enchanted book will be transferred to the item. This has a lot of fun implications: any item can be a lucky ticket or an enchanted book. Enchanted books can have enchantments with multiple levels and even multiple enchantments. All enchantments Are transferred, so if your sword has sharpness 1 and your book has sharpness 2 then your item will get enchanted with sharpness 3. You can even do interesting things like creating books with high quality enchantments, but which also contain curses. Also, admins can create their own enchanted books. The fact these are just custom items also means they can be inserted normally into all existing EliteMobs loot tables without requiring any special unique entries, which is also very cool. So, let’s lay out the final form of this system: You either use the enchantment menu command or go To the new enchanter NPC at the Adventurer’s Guild start the enchantment process. Then, you add an elite item that you want to enchant. Any elite item can be enchanted with anything, so long as you have the enchantment and the resources to do it. The only thing you can’t enchant is an item with the enchantment source enchantment. So basically, don’t enchant enchantment books. Then, you add the enchantment book you want to use. Finally, you can optionally insert a lucky ticket. Lucky tickets double the enchantment chance, and you can only place one per enchantment. At long last, after double the amount of time I initially thought was going to be necessary, I had a system that was twice as good as what was initially planned. Now 2 weeks into working on this system, and after seriously rewriting vast sections of EliteMobs, I was finally ready to get to the fun part: challenge chances. Alright now, maybe you won’t believe me, but EliteMobs is actually a plugin about making boss battles. They say that to a man with a boss plugin, Every issue looks like it needs a boss. It’s a weird saying, and I don’t really get it, but that’s what I’ve been told. So, while designing the enchantment system, I was left wondering: how could bosses be used to make things more interesting? For one, the enchantment books drop from bosses, as do the lucky tickets, although they can also be looted from Primis quests and arenas. However, I really wanted to go one step further to spice things up, and that is How I came up with the enchantment challenge. When enchanting an item, there is a chance the player gets teleported to an instanced dungeon where they will have to fight a boss for the item to be enchanted. Defeating the boss will reward players with the enchanted item, And losing the fight has a 10% chance of critical failure where the item will be lost. The bosses also drop custom loot as an additional reward. With some help from Frostcone for the custom bosses, powers and loot and Bepis and Dali_ for the arena designs, we ended up creating Some unique and really fun fights. Due to plugin size restrictions, you will have to download the enchantment challenge sanctums separately from EliteMobs. There are 10 free and 10 premium sanctum fights. These fights happen in two arenas, The gold and white arena is free and the trippy binder of worlds themed arena is premium. All fights are fully custom, each featuring unique powers designed by Frostcone. The main difference with the premium sanctums is that some of the bosses have custom models and Animations made for those boss battles. These models were made by me, which is why I am sure you’ll agree they are some of the best models you have ever seen in Minecraft if not any game. You will particularly notice how the textures look like they were drawn by my 3-year-old niece, Which I think is a really nice touch. The fights themselves are designed to not be too challenging since a lot is on the line if players lose. Also, the events are unpredictable, so there is a decent chance that players will be dragged into a fight without being As prepared for it as they would usually be. As you can see, the final result is pretty dang cool. I think that this is a system players will really enjoy, and one that has some depth that is fun to play around with. But wait, there’s more! Parallel to the work on the item upgrade system, we have also been working on the Primis update, fixing all reported bugs, adding custom powers to every boss and miniboss, expanding the questlines, working on new regions and new bosses, adding a whole instanced dungeon inside Of this adventure and generally polishing the experience up. Also, there was already a really cool arena in there, but it wasn’t working before. That has now been fixed. Primis has now been in development for a year, and I am happy to say that it is nearing completion! A Big thank you to the people supporting the plugin who helped us bring this insane project to life, even though it will probably have taken 3x longer than expected by the time we are done. At this stage I believe there will be one or two more big updates for it, Wrapping up the blood temple questline with the boss kill and maybe adding a little bit of side content and QOL improvements and rebalances. People have been asking what comes next, and the answer is the Oasis rework. We will be adding similar quests and side activities To the Oasis adventure and reworking the last zone inside of the pyramid. Work on the oasis has already begun, and a minor update has already been released for it. Additionally, several other dungeons have been updated to make sure everything is working smoothly. By the time this video is out, The Climb dungeon and the Cave sanctum will probably already be out. These mark the launch of a completely new storyline for EliteMobs, based around instanced dungeons. The main story dungeons will all be free, and I hope to release at least 10 dungeons and 10 Sanctums, all being a part of the same story. The craftenmine sanctum might also already be out, which is a cool sanctum we originally wanted to release for Halloween. It’s now mid march, which I think we can all agree is the spookiest time of the year. And that’s all for today! This video is a completely new format to me, if you like the format let me know down in the comments below and don’t forget to like and subscribe to the channel for more content like this. A big thank you to the Patreon supporters Bankrolling the projects I release! You can get access to all the premium content I release for my plugins and even plugins in early alpha at patreon.com/magmaguy , so check it out if that interests you. If you want to see this system working live, You can head on over to the official EliteMobs server over at elitesurvival.matecraft.org or try our partner server VexalMC at play.vexalmc.co. And until next time, remember: time is a social construct created to sell you on sundials and Mayan calendars. Ha-ha! Video Information
This video, titled ‘Boss fights to enchant items in Minecraft? EliteMobs upgrade system devlog’, was uploaded by MagmaGuy on 2023-03-19 19:42:10. It has garnered 6033 views and 48 likes. The duration of the video is 00:13:37 or 817 seconds.
Support my projects on Patreon: https://www.patreon.com/magmaguy Join discord: https://discord.gg/9f5QSka Check EliteMobs out: https://www.spigotmc.org/resources/%E2%9A%94elitemobs%E2%9A%94.40090/
00:00 – Intro 01:34 – The planning phase 03:45 – First release 05:09 – Repair system remake! 06:29 – Finishing the upgrade system 08:42 – Enchantment Dungeons 10:50 – But wait, there’s more! 12:28 – In conclusion