Repair armour modification systems and update to version 4.0.

This commit is contained in:
Sindusk
2019-02-03 19:14:48 -05:00
parent 3091da69f3
commit 08ea7c61fc
8 changed files with 465 additions and 167 deletions

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