Repair armour modification systems and update to version 4.0.
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@@ -4,14 +4,70 @@ depend.import=SinduskLibrary
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depend.suggests=ServerTweaks
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sharedClassLoader=true
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# -- Mod configuration section -- #
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#enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
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# Note: this will allow creatures to crit creatures as well, so tamed/charmed/dominated creatures can also be critically hit by aggressive mobs.
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enableNonPlayerCrits=true
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# -- Armour configuration section -- #
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#enableArmourReductionModifications: Enable to enable the whole armour configuration section and material configuration section.
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# Disabling this will eliminate almost everything that Armoury does to armour.
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enableArmourModifications=true
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# > Custom Item ID Overrides < #
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#These are used to override the damage reduction calculation per item ID.
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# If you want to add challenge helms, masks, and similar here, you are welcome to do so and have their DR work.
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#Armour types:
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# Leather = 1 ; Studded = 2 ; Chain = 3 ; Plate = 4 ; *Ring = 5
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# Cloth = 6 ; *Scale = 7 ; *Splint = 8 ; Drake = 9 ; Dragonscale = 10
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# Note: Types marked with * do not have an in-game armour associated with them.
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# These values can be useful for the creation of custom armours, though.
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#armourDamageReduction: Adjust the base DR of certain armour types
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# Syntax: armourDamageReduction-##:material,reduction
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# Example: armourDamageReduction-1:cloth,0.40
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# The example sets cloth (6) armour to have 40% damage reduction at 100QL.
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# Quality scales the damage reduction
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#Default configuration:
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armourDamageReduction-6:cloth,0.40
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armourDamageReduction-1:leather,0.60
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armourDamageReduction-2:studded,0.625
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armourDamageReduction-3:chain,0.625
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armourDamageReduction-4:plate,0.65
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armourDamageReduction-9:drake,0.65
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armourDamageReduction-10:dragonscale,0.70
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# Unused armour types
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armourDamageReduction-5:5,0.55
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armourDamageReduction-7:7,0.50
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armourDamageReduction-8:8,0.60
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# > Armour Effectiveness < #
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#armourEffectiveness: Adjust the effectiveness of an armour type against a wound type.
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# Wound Types:
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# Crush = 0 ; Slash = 1 ; Pierce = 2 ; Bite = 3 ; Burn = 4 ; Poison = 5
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# Infection = 6 ; Water = 7 ; Cold = 8 ; Internal = 9 ; Acid = 10
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# Syntax: armourEffectiveness-##:armourtype;woundtype,effectiveness
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# Example: armourEffectiveness-1:9;8,1.05
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# The example sets drake (9) armour to have 105% effectiveness (+5% more DR) against cold (8)
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# Alternative to wound types, you can also use the keys "physical" "elemental" and "other"
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# Physical: Crush (0), Slash (1), Pierce (2), Bite (3)
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# Elemental: Burn (4), Cold (8), Acid (10)
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# Other: Poison (5), Infection (6), Water (7), Internal (9)
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armourEffectiveness-1:cloth;bite,0.90
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#> Armour Glance Rates < #
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#armourGlanceRate: Adjust the glance rate of an armour type against a wound type.
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# Syntax identical to effectiveness settings.
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armourGlanceRate-1:leather;bite,0.30
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# -- Item Material Configuration -- #
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#enableItemMaterialChanges: Enables or disables the whole item material configuration section.
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enableItemMaterialChanges=true
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#> Damage Reduction
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# Additive damage reduction if the armour is created from this material. This is very specifically what it says after the item.
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# Example: "chain jacket, iron" would use the iron modifier (11). Even if the armour type is different, the material is still used.
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# Example 2: "dragonscale jacket, glimmersteel" would use the dragonscale base armour value and add the glimmersteel property below.
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#materialDamageReduction: Additional percentage of damage reduction from material.
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# For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives.
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# Adamantine plate would give 75% damage reduction at 100QL with this setting.
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# Note that if no value is set, the default wurm values will be used.
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# If you want to remove the DR penalty for lead armour, you'll have to use materialDamageReduction-##:12,0.00
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# Ensure that each property has it's own unique identifier number and none of them clash.
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materialDamageReduction-1:adamantine,0.05
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#materialGlanceRate: Adjust the glance rate of an armour against a certain wound type if created from a specified material.
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# This is a multiplier on the base glance rate.
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@@ -41,10 +97,6 @@ materialWeaponParry-1:glimmersteel,0.95
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# Lower values cause less damage, higher values cause more damage. 1.10 = 10% more damage to the armour. 0.90 = 10% less damage to the armour.
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materialWeaponArmourDamage-1:adamantine,1.05
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# -- Item Material Configuration -- #
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#enableItemMaterialChanges: Enables or disables the whole item material configuration section.
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enableItemMaterialChanges=true
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#materialDamageModifier: Adjust how much damage the item takes when receiving non-decay damage (when used).
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# This is a multiplier on how much damage the item takes.
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# Lower values reduce damage taken, higher values increase damage taken. 1.10 = 10% more damage taken. 0.90 = 10% less damage taken.
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