Where max(x, y) returns the greater of two values x and y. Top slot enchantment level = floor(max( base / 3, 1)) Middle slot enchantment level = floor(( base × 2) / 3 + 1) Bottom slot enchantment level = floor(max( base, b × 2)) This is then modified according to the slot position: y generates a uniformly distributed random integer between x and y, inclusive. Where b is the number of nearby bookshelves (maximum of 15) and x. The enchantment level is dependent upon the number of nearby bookshelves (capped at 15) and which slot position it is in.īase enchantment level available ( base) = (randomInt(1,8) + floor( b / 2) + randomInt(0, b)), Whenever the player places an eligible item on the enchanting table, the enchantment levels available are randomly generated for each slot using the formula below.
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