Update to WU 1.8.

Removal of all Armour-related options.
Removed options for fixArmourLimitSpellEffect and fixArmourLimitBuffBug. These were fixed in vanilla WU 1.8.
This commit is contained in:
Sindusk
2018-09-20 04:46:44 -04:00
parent b657797f1b
commit 82056ece66
5 changed files with 10 additions and 931 deletions

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@@ -8,175 +8,11 @@ sharedClassLoader=true
#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
#fixArmourLimitBuffBug: Go into a server without this enabled. Equip a full set of plate. Take it off. Look at your buff bar. This fixes that. It's added as an option in case a WU update breaks the hook.
fixArmourLimitBuffBug=true
#fixArmourLimitSpellEffect: Similar to the above, the Spell Effect in the Spell Effects window of the game doesn't show armour limits properly. This helps correct that mistake. Option in case WU update breaks the hook.
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 < #
#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.
# 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
#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
#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
# > 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.
# - My custom server settings - #
#Spectral Armour
armourReductionOverride-100:22702,0.70
armourReductionOverride-101:22701,0.70
armourReductionOverride-102:22700,0.70
armourReductionOverride-103:22699,0.70
armourReductionOverride-104:22710,0.70
armourReductionOverride-105:22698,0.70
#Glimmerscale Armour
armourReductionOverride-106:22689,0.64
armourReductionOverride-107:22688,0.64
armourReductionOverride-108:22687,0.64
armourReductionOverride-109:22686,0.64
armourReductionOverride-110:22685,0.64
armourReductionOverride-111:22690,0.64
# > Material Modifiers < #
#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
@@ -288,58 +124,6 @@ materialRepairSpeed-5:steel,1.00
# 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.
enableCustomArmourLimitFactors=true
#These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour.
# ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3.
# I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below.
#Vanilla Setup:
#clothArmourLimitFactor=0.3
#leatherArmourLimitFactor=0.3
#studdedArmourLimitFactor=0
#chainArmourLimitFactor=-0.15
#plateArmourLimitFactor=-0.3
#drakeArmourLimitFactor=-0.3
#dragonscaleArmourLimitFactor=-0.3
#Custom setup:
clothArmourLimitFactor=0.3
leatherArmourLimitFactor=0.3
studdedArmourLimitFactor=0.15
chainArmourLimitFactor=0.0
plateArmourLimitFactor=-0.15
drakeArmourLimitFactor=0.15
dragonscaleArmourLimitFactor=0
# > Movement Modifications < #
#enableArmourMovementModifications: This will enable or disable the usage of the section below entirely.
enableArmourMovementModifications=true
#This section will allow you to edit the percent reduction on all the default armor pieces.
#Simply add a property "armourMovement" then a dash and number. No two properties can be the same, so ensure they are all unique.
#> Setting plate body armour to 0.08 movement instead of 0.09
armourMovement-1:breast plate,0.06
#> Setting plate leggings to 0.08 movement instead of 0.09
armourMovement-2:plate leggings,0.06
# - My custom server settings - #
armourMovement-100:great helm,0.02
armourMovement-101:basinet helm,0.02
armourMovement-102:open helm,0.02
armourMovement-103:chain jacket,0.05
armourMovement-104:chain pants,0.05
armourMovement-105:studded leather jacket,0.04
armourMovement-106:studded leather pants,0.04
armourMovement-107:leather jacket,0.03
armourMovement-108:leather pants,0.03
#Full list of vanilla Wurm armour piece names:
# cloth hood ; cloth sleeve ; cloth jacket ; cloth shirt ; cloth glove ; cloth pants ; cloth shoe
# leather adventurer hat ; leather cap ; leather sleeve ; leather jacket ; leather glove ; leather pants ; leather boot
# studded leather cap ; studded leather sleeve ; studded leather jacket ; studded leather glove ; studded leather pants ; studded leather boot
# chain coif ; chain sleeve ; chain jacket ; chain gauntlet ; chain pants ; chain boot
# great helm ; basinet helm ; open helm ; plate vambrace ; breast plate ; plate gauntlet ; plate leggings ; plate sabaton
# drake hide cap ; drake hide sleeve ; drake hide jacket ; drake hide glove ; drake hide pants ; drake hide boot
# dragon scale sleeve ; dragon scale jacket ; dragon scale glove ; dragon scale pants ; dragon scale boot
# -- Shield Configuration Section -- #
#enableShieldDamageEnchants: This will allow AOSP to work as a reflector for any damage enchant that is applied to the shield, applying a wound to the attacker on block.
# AOSP acts as the "chance" for the reflect, and the damage applied to it acts as the "type"