WyvernMods Configurable Phase 3
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@@ -763,6 +763,172 @@ knowledgeInfoTileCooldown=14400000
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## >> END MEDITATION MODULE << ##
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## >> TITAN MODULE << ##
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## The Titan Module handles the implementation of Titans, "raid boss" style creatures with unique mechanics.
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## These titans are designed to be completely impossible by small groups of players and must be tackled in a sizable group.
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enableTitanModule=true
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#disableTitanNaturalRegeneration: Disables the natural health regeneration of titans.
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disableTitanNaturalRegeneration=true
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#pollTitanSpawnTime: Amount of time, in milliseconds, to poll the new spawn of a titan.
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# This is not the time for a new titan to spawn, just how frequently the server will check to see if a new one should spawn.
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# Default is 120000, or 2 minutes.
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pollTitanSpawnTime=120000
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#pollTitanTime: Amount of time, in milliseconds, to poll mechanics on the titan.
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# This is how frequently it will check to do mechanics during a titan fight. The less frequent the polling, the less often mechanics will occur.
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# Default is 1000, or 1 second.
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pollTitanTime=1000
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#titanRespawnTime: Amount of time, in milliseconds, between spawns of new titans.
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# There can only be one titan active on a server at a time. This timer will determine how long after the previous spawn a new one should be spawned.
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# Default is 288000000, or 80 hours (3 days 8 hours)
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titanRespawnTime=288000000
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#TODO: Add additional configurations for which titans should be allowed to spawn, their loot, mechanics, and more.
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## >> END TITAN MODULE << ##
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## >> RARE SPAWN MODULE << ##
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## The Rare Spawn Module handles the spawning of new creatures which are designed to be stronger than trolls but weaker than legendary creatures.
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## This helps fill the gap for small hunting parties, allowing groups of 2-5 slay challenging creatures.
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enableRareSpawnModule=true
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#pollRareSpawnTime: Amount of time, in milliseconds, to check spawning of a new rare spawn.
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# Rare spawns occur if no other rare spawn is found on the server. As soon as one dies, another replaces it.
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pollRareSpawnTime=300000
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#TODO: Add additional configurations for which rare spawns should be allowed to spawn, their loot, additional creature spawns, and more.
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## >> END RARE SPAWN MODULE << ##
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## >> MISSION MODULE << ##
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## The Mission Module adds additional features to the existing epic mission features.
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## It also helps integrate them more easily into PvE environments by making them more frequent and rewarding.
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## Finally, it also helps clear up some bugs which prevent them from occurring properly under some scenarios.
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enableMissionModule=true
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# > NEW MISSION CREATOR < #
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# New Mission Creator is a system that's independent of the natural mission creation system.
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# This handles the creation of new missions in a more precise way than the vanilla handling, which sometimes doesn't function as intended.
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# Instead of creation of a mission at random, it will always create a new mission on a timer (set below).
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# The only case where it will not create a new missions is if there is already the maximum amount of missions available (1 per entity).
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# When missions expire in the default system, there are generally issues with removal of those missions to make room for more.
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# This system also double-checks all active missions when the poll occurs, removing any missions which have been expired or completed.
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# The process helps open up new slots for missions to be created in a more timely and clean manner.
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enableNewMissionCreator=true
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#pollMissionCreatorTime: Amount of time, in milliseconds, to poll the creation of new missions using the New Mission Creator.
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# This handles how frequently new missions are added to the system. If you want a new mission every day, set to 1 day worth of milliseconds.
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# Default is 14400000, or 4 hours.
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pollMissionCreatorTime=14400000
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#useValreiEntities: Whether to use Valrei Entities as the creators for some missions.
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# This option extends the default system to include entities such as Walnut, Jackal, and Scavenger to add new missions.
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# Using the New Mission Creator, this will allow up to 11 missions to be active at a time instead of the default 4.
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useValreiEntities=true
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#TODO: Add additional options for control over what missions are created.
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# > END NEW MISSION CREATOR < #
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#addMissionCurrencyReward: Adds a 20-40 copper reward at random for players who participated in the completion of a mission.
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addMissionCurrencyReward=true
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#TODO: Allow configuration of the currency reward.
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#preventMissionOceanSpawns: Prevents mission creatures from spawning in water.
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preventMissionOceanSpawns=true
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#additionalHerbivoreChecks: Adds additional checks when the system attempts to spawn a herbivore epic creature.
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# This prevents legendary creatures, titans, and rare spawns from being used in epic missions which shouldn't allow them.
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additionalHerbivoreChecks=true
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#additionalMissionSlayableChecks: Adds additional checks when the system attempts to spawn an epic mission slayable creature.
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# This prevents legendary creatures, titans, and rare spawns from being used in epic missions which shouldn't allow them.
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additionalMissionSlayableChecks=true
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#disableEpicMissionTypes: Disables the Ritual, Destroy Guard Tower, and Slay Tower Guards mission types from the system.
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# This helps prevent missions from occurring which can be annoying or impossible to complete in some enviornments.
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disableEpicMissionTypes=true
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#TODO: Allow configuration of which types of missions to disable.
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## >> END MISSION MODULE << ##
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## >> MOUNTED MODULE << ##
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## The Mounted Module handles various changes to mounts such as horses.
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## It does not affect vehicle speeds, and strictly relates to creature mounts.
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enableMountedModule=true
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#newMountSpeedScaling: Changes the way hunger and health affects the mounted speed of a creature. Explanation:
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# Mount speed has been completely redone from the ground up, using new formulas and different weights.
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# Mount speed now scales from all the variables used to calculate speed.
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# The thresholds for damage and hunger have been removed and replaced by a formula with a smoothed function to calculate the new speeds.
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# Equipment on mounts now scale the speed multiplicatively instead of additively.
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# - This means that well-equipped mounts will no longer be able to run decently fast when extremely hurt.
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# - If they're low on health, they move slow, period.
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# Barding now has a multiplicative speed reduction. Cloth offers the lowest penalty, while chain incurs the largest penalty.
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# Traits remain additive to the hunger and health modifiers, but are now scaled multiplicatively by gear and other effects.
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# Oakshell now has an slowing effect on the speed of a mount depending on power.
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# - This effect is more severe than the epic iteration of the spell, applying a multiplicative slow to the creature.
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# Old chart: https://i.imgur.com/bgVY8ne.png
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# New chart: https://i.imgur.com/2IYEsA1.png
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newMountSpeedScaling=true
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#TODO: Add additional options for scaling of WoA/BoTD effects, QL scaling, etc.
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#updateMountSpeedOnDamage: Forces a mount's speed to update instantaneously when it takes damage.
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# In the vanilla system, there is a random factor where dealing damage to a mount can take a random amount of time to update.
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# Through testing, this could take up to 20 seconds or even longer, since the update was random.
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# This setting prevents that from happening, and hard-forces the server to update the mount speed immediately when the mount takes damage.
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updateMountSpeedOnDamage=true
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#allowBisonMounts: Allows Bison to be mounted, just like a horse. If it can pull a wagon, why not hold a person?
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allowBisonMounts=true
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#TODO: Enable configuration of bison mount speeds. In the meantime, might be able to be adjusted through bdew's movement mod.
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## >> END MOUNTED MODULE << ##
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## >> TELEPORT MODULE << ##
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## The Teleport Module handles custom teleportation between two servers with additional features.
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## Instead of requiring one server to always give the exact location where the player should arrive on the other side,
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## the Teleport Module uses a new method which allows the player to land at either their village token or random location.
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enableTeleportModule=true
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#useArenaTeleportMethod: Uses a special method when specific coordinates are given on a server to either randomize location
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# place them at their village token on the new server.
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# ! Most of this system is hardcoded and will not function well on a server that is not Revenant !
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useArenaTeleportMethod=true
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#TODO: Expand this system and make it more configurable. Document more clearly.
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## >> END TELEPORT MODULE << ##
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## >> ECONOMY MODULE << ##
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## The Economy Module handles pricing of items and various mechanics involving currency and traders.
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enableEconomyModule=true
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#adjustSealedMapValue: The Sealed Map is a custom item which creates a Treasure Map (from TreasureHunting mod) when unsealed.
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# This option adjusts their value so it is not static, and instead scaled based on the QL of the sealed map.
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adjustSealedMapValue=true
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#TODO: Add additional options to adjust the price of sealed maps.
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#disableTraderRefill: Disables Traders from refilling their currency from the king's coffers at random.
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# Other methods of refilling their currency will be required if you disable this.
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disableTraderRefill=true
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#voidTraderMoney: When players buy items from traders, by default all the money goes into the trader to be extracted again.
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# This option voids 80% of the currency that gets traded to traders, preventing players from simply draining their spent currency out immediately.
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voidTraderMoney=true
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## >> END ECONOMY MODULE << ##
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## >> SUPPLY DEPOT MODULE << ##
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## The Supply Depot Module implements a new system where supply depots are spawned randomly on the map to be claimed by players.
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## These depots will reward the player if they manage to stand near the depot without interruption for a certain amount of time.
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## On PvP servers, these can create interesting combat scenarios in locations that are unexpected.
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enableSupplyDepotModule=true
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#useSupplyDepotLights: Whether or not to use the "rift beam" light to mark the locations of depots for all players on the map.
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useSupplyDepotLights=true
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#pollDepotTime: Amount of time, in milliseconds, to poll supply depots.
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# This is not the amount of time before new ones spawn, but just how often it checks if they should be spawned, cleared, and similar.
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# Default is 60000, or 1 minute.
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pollDepotTime=60000
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#captureMessageInterval: Amount of time, in milliseconds, to wait before allowing another global capture message to occur.
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# This prevents players from spamming the capture action to create global messages for players.
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# Default is 180000, or 3 minutes.
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captureMessageInterval=180000
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#depotRespawnTime: Amount of time, in milliseconds, between spawns of depots.
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# This is calculated from the last spawn of a depot, not the last capture.
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# Default is 39600000, or 11 hours.
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depotRespawnTime=39600000
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#TODO: Allow configuration of rewards from depots and other options.
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## >> END SUPPLY DEPOT MODULE << ##
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## >> TREASURE CHEST LOOT MODULE << ##
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## The Treasure Chest Loot Module affects the vanilla treasure chests.
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## By default, treasure chests can spawn randomly in the wild. This module reconfigures the loot that spawns in them.
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