WyvernMods Configurable Phase 3

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Sindusk
2019-05-08 02:15:14 -04:00
parent acf5d74a9c
commit 17ddab3783
11 changed files with 538 additions and 322 deletions

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