New armour stat controls

New material modifications
Control material statistics
Improved configuration
Fix for dual wield change error
This commit is contained in:
Sindusk
2018-05-29 07:06:12 -04:00
parent d46b52b101
commit 1ce8da9c65
9 changed files with 1767 additions and 372 deletions

View File

@@ -1,9 +1,8 @@
classname=mod.sin.armoury.Armoury
classpath=Armoury.jar
depend.import=SinduskLibrary
depend.suggests=ServerTweaks
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true
# -- Mod configuration section -- #
#enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
@@ -15,35 +14,98 @@ fixArmourLimitBuffBug=true
fixArmourLimitSpellEffect=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
#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.
# > Armour Reduction < #
enableArmourReductionModifications=true
#This section allows you to configure the armour damage reduction values for each armour type. The values displayed here are the damage reduction multiplier at 100QL, scaling down using the Wurm formula.
# For example: plate is by default 0.7, giving 70% damage reduction to incoming attacks for a 100QL steel plate set.
# I have my own personal tastes when it comes to the armour reduction, so I will leave the default configuration commented out if you wish to use it, then include my personal setup.
# Final note: Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
# Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
unarmouredReduction=0.05
#Default configuration (Worn armour):
#clothReduction=0.4
#leatherReduction=0.5
#studdedReduction=0.55
#chainReduction=0.6
#plateReduction=0.7
#drakeReduction=0.7
#armourDamageReduction: Adjust the base DR of certain armour types
# Syntax: armourDamageReduction-##:material,reduction
# Example: armourDamageReduction-1:6,0.40
# The example sets cloth (6) armour to have 40% damage reduction at 100QL.
# Quality scales the damage reduction
#> Default Configuration:
# Leather
#armourDamageReduction-1:1,0.50
# Studded
#armourDamageReduction-2:2,0.55
# Chain
#armourDamageReduction-3:3,0.60
# Plate
#armourDamageReduction-4:4,0.70
# *Ring
#armourDamageReduction-5:5,0.55
# Cloth
#armourDamageReduction-6:6,0.40
# *Scale
#armourDamageReduction-7:7,0.50
# *Splint
#armourDamageReduction-8:8,0.60
# Drake
#armourDamageReduction-9:9,0.70
# Dragonscale
#armourDamageReduction-10:10,0.75
#Custom configuration [EPIC]:
armourDamageReduction-6:cloth,0.50
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 types:
armourDamageReduction-5:5,0.55
armourDamageReduction-7:7,0.50
armourDamageReduction-8:8,0.60
# - OLD - Custom configuration [EPIC] (Worn armour):
#clothReduction=0.5
#leatherReduction=0.6
#studdedReduction=0.625
#chainReduction=0.625
#plateReduction=0.70
#drakeReduction=0.70
#dragonscaleReduction=0.75
#Custom configuration (Worn armour):
clothReduction=0.5
leatherReduction=0.55
studdedReduction=0.58
chainReduction=0.61
plateReduction=0.63
drakeReduction=0.665
dragonscaleReduction=0.685
#These are either unused or applied to creatures, not worn by players. I do not recommend changing them unless you know what you're doing
scaleReduction=0.5
ringReduction=0.55
splintReduction=0.6
#scaleReduction=0.5
#ringReduction=0.55
#splintReduction=0.6
# > 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
armourEffectiveness-2:dragonscale;burn,1.10
#> Armour Glance Rates < #
#armourGlanceRate: Adjust the glance rate of an armour type against a wound type.
armourGlanceRate-1:dragonscale,crush,0.20
armourGlanceRate-2:drake,slash,0.30
# > 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.
#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.
# - My custom server settings - #
#Spectral Armour
@@ -63,11 +125,168 @@ armourReductionOverride-111:22690,0.64
# > Material Modifiers < #
#These are additive modifiers to damage reduction for moon metals.
# 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.
adamantineMaterialMod=0.03
glimmersteelMaterialMod=0.06
seryllMaterialMod=0.08
#These are material modifier definitions. Items made from these materials will have the benefits listed.
# List of metallic material ids:
# Gold - 7 ; Silver - 8 ; Steel - 9 ; Copper - 10 ; Iron - 11 ; Lead - 12 ; Zinc - 13
# Brass - 30 ; Bronze - 31 ; Tin - 34 ; Adamantine - 56 ; Glimmersteel - 57 ; Seryll - 67
# Full list of materials for other types can be found under the "Materials" tab on this spreadsheet:
# https://docs.google.com/spreadsheets/d/15LXwuTEXdoBbd5agghwDslb-a5xOpA2u1lYshYMxW8A/edit#gid=311529250
#> 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.
# Default non-epic values for moon metals:
#materialDamageReduction-1:56,0.05
#materialDamageReduction-2:57,0.10
#materialDamageReduction-3:67,0.10
# Default epic values for moon metals:
#materialDamageReduction-1:adamantine,0.05
#materialDamageReduction-2:glimmersteel,0.05
#materialDamageReduction-3:seryll,0.05
# - My custom server settings - #
materialDamageReduction-1:adamantine,0.04
materialDamageReduction-2:glimmersteel,0.05
materialDamageReduction-3:seryll,0.06
#materialMovementModifier: Adjust the movement speed penalty of any armour created from this material.
# This is a multiplier on the base movement speed penalty.
materialMovementModifier-1:adamantine,0.96
#materialEffectiveness: Adjust the material DR effectiveness against certain wound types.
# This is a multiplier on the base DR.
# 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: materialEffectiveness-##:material;woundtype,effectiveness
# Example: materialEffectiveness-1:56;3,1.05
# The example sets adamantine (56) armour to have 105% effectiveness (+5% more DR) against bites (3)
# Note this is a modifier on the base DR values.
# 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)
materialEffectiveness-1:adamantine;crush,1.02
#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.
materialGlanceRate-1:adamantine;physical,1.02
# -- Weapon Material Configuration -- #
#enableWeaponMaterialChanges: Enables or disables the whole weapon material configuration section.
enableWeaponMaterialChanges=true
#materialWeaponDamage: Adjust the damage of a weapon based on the material it's made from.
# This is a multiplier on the base weapon damage.
# Lower values deal less damage, higher values deal more damage. 1.10 = 10% more damage. 0.90 = 10% less damage.
materialWeaponDamage-1:steel,1.03
#materialWeaponSpeed: Adjust the swing speed of a weapon based on the material it's made from.
# This is a multiplier on the base weapon speed.
# Lower values swing faster, higher values swing slower. 1.10 = 10% slower. 0.90 = 10% faster.
materialWeaponSpeed-1:bronze,0.98
#materialWeaponParry: Adjust the parry bonus of a weapon based on the material it's made from.
# This is a multiplier for how often the weapon can parry.
# Lower values parry more frequently, higher values parry less frequently. 1.10 = 10% less frequent parries. 0.90 = 10% more frequent parries.
materialWeaponParry-1:glimmersteel,0.95
#materialWeaponArmourDamage: Adjust how much damage is dealt to the defender's armour based on the material the weapon is made from.
# This is a multiplier on how much damage the armour takes.
# 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.
materialDamageModifier-1:iron,0.95
#materialDamageModifier: Adjust how much decay damage the item takes.
# 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 decay damage taken. 0.90 = 10% less decay damage taken.
materialDecayModifier-1:iron,0.95
#materialDifficultyModifier: Apply a modifier to difficulty of skill checks when using items made of this material.
# This is a multiplier for the difficulty of the check.
# Lower values will reduce difficulty, higher values will increase difficulty. 1.10 = 10% more difficult, 0.90 = 10% less difficult.
# When the difficulty is lower, the result of the check will be higher. When the difficulty is higher, the result of the check will be lower.
materialDifficultyModifier-1:adamantine,0.98
#materialSpellEffectModifier: Apply a modifier to spell effect power on items made of this material.
# This is a multiplier for the power of the spell effect.
# Lower values reduce the power, higher values increase the power. 1.10 = 10% higher power. 0.90 = 10% less power.
materialSpellEffectModifier-1:copper,1.10
#materialSpecificSpellEffectModifier: Apply a modifier to a specific spell effect power on items made of this material.
# This works identically to the above, but only applies to spell effects targeted in the configuration here.
# Syntax:
# materialSpecificSpellEffectModifier-##:material;spelleffect,spelleffect,spelleffect...,multiplier
# Shorthands:
# damage - Bloodthirst, Flaming Aura, Frostbrand, Rotting Touch, Venom
materialSpecificSpellEffectModifier-1:tin;113,1.20
materialSpecificSpellEffectModifier-2:adamantine;damage,32,1.10
#materialActionSpeedModifier: Apply a modifier to action speeds with items made of this material.
# This is a multiplier on the action timer.
# Lower values will reduce the timer, higher values will increase the timer. 1.10 = 10% longer timer, 0.90 = 10% faster timer.
materialActionSpeedModifier-1:glimmersteel,0.97
#materialCreationBonus: Apply a bonus to creation with this material as a product.
# This is a maximum QL increase equivalent to the value multiplied by difference from 100.
# maximum ql = ((100 - currentQL) * modifier) + currentQL
# For example, a value of 0.5 would make a 50QL material able to be created up to 75QL (100-50)*0.5 = 25. 25 + 50 = 75.
materialCreationBonus-1:steel,0.03
#materialImproveBonus: Apply a bonus to improvement on items made of this material.
# This is a multiplier to the improve amount.
# Lower values make improvement harder, higher values make improvement easier. 1.10 = 10% easier to improve. 0.90 = 10% harder to improve.
materialImproveBonus-1:iron,1.01
#materialShatterResistance: Apply a chance to resist shattering from spellcasting for items made of this material.
# This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to resist, 1 being 100% chance to resist.
materialShatterResistance-1:brass,0.10
#materialLockpickBonus: Apply a bonus to lockpicking when using lockpicks made of this material.
# This is a bonus factor with a base of zero, with positive values increasing effect and negative values decreasing effect.
materialLockpickBonus-1:brass,0.025
#materialAnchorBonus: Apply a chance to avoid a boat drifting when anchored with an anchor made of this material.
# This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to avoid drifting, 1 being 100% chance to avoid drifting.
materialAnchorBonus-1:bronze,0.95
#materialPendulumEffect: Apply a bonus to area for pendulums when using a pendulum made of this material.
# This is a multiplier for radius of the pendulum.
# Lower values reduce the radius, higher values increase the radius. 1.10 = 10% larger radius. 0.90 = 10% smaller radius.
materialPendulumEffect-1:brass,1.05
#materialRepairSpeed: Apply a speed modifier when repairing items made of this material.
# This is a multiplier for the time to repair.
# Lower values make repairing faster, higher values make repairing slower. 1.10 = 10% slower repair. 0.90 = 10% faster repair.
# NOTE: There is currently a bug where items with less than 1.00 modifier take no damage from repair.
# One of the best uses of this field is to correct this bug by setting all of the faster repair timers to 1.0 to fix this bug.
materialRepairSpeed-1:adamantine,1.00
materialRepairSpeed-2:bronze,1.00
materialRepairSpeed-3:glimmersteel,1.00
materialRepairSpeed-4:seryll,1.00
materialRepairSpeed-5:steel,1.00
#materialBashModifier: Apply a modifier to the structure bashing damage dealt with items of this material.
# This is a multiplier for damage on the bash.
# Lower values reduce bash damage, higher values increase bash damage. 1.10 = 10% more bash damage. 0.90 = 10% less bash damage.
materialBashModifier-1:copper,0.92
# > Limit Factor < #
#enableCustomArmourLimitFactors: This will enable or disable the usage of the section below entirely.
@@ -262,7 +481,7 @@ weaponParryPercent-101:8,0
## Weapon Skill Penalty ##
#> Remove the small axe skill penalty
weaponSkillPenalty-100:3,0
#> Increase carving knife skill penalty to 3
#> Increase carving knife skill penalty to 2
weaponSkillPenalty-101:8,2
#Full list of vanilla Wurm weapon names and their stats: