WyvernMods Configurable Phase 1
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classname=mod.sin.wyvern.WyvernMods
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classpath=WyvernMods.jar
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sharedClassLoader=true
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depend.import=SinduskLibrary,TreasureHunting,DiscordRelay
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#If true, will print debug messages and log heavily.
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debug=true
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# Bdew's Server Mod Tools mod is required for operation of WyvernMods.
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depend.requires=bdew_server_mod_tools
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# These other mods are required to be installed. Each one is able to be configured to avoid operation.
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depend.import=SinduskLibrary,TreasureHunting,DiscordRelay,DUSKombat
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# If automata is installed, it should be loaded first to avoid conflict. It is not required.
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depend.suggests=automata
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# -- Introduction -- #
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# WyvernMods contains many different modules. Each configuration section is separated based on the module it controls.
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# Each module has a "master" configuration which completely enables or disables the module.
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# If a master configuration is disabled, all the further configurations do not need to be adjusted.
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# There may also be sub-modules that can be enabled and disabled.
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# Module configurations are separated by formatted comments in this configuration file:
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## >> MAJOR MODULE << ##
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# > MINOR MODULE < #
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# > END MINOR MODULE < #
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## >> END MAJOR MODULE << ##
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# Finally, there will also be configurations which are open-ended and allow an unlimited amount of configurations.
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# These configurations will be annotated with "-#" appended to the configuration.
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# These will always be identified with a dash in the configuration. For example, "itemCreation-1:"
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# Every individual configuration made in this way needs it's own unique number after it (called an index).
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# Multiple configurations with the same index will not apply properly. Make sure each configuration has it's own unique index.
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# Finally, all multiple configurations will be separated using a colon (:) instead of an equals sign (=).
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## >> MISCELLANEOUS CHANGES MODULE << ##
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## The Miscellaneous Changes module includes various bugfixes and QoL improvements that affect gameplay.
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enableMiscChangesModule=true
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# > INFO TAB < #
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# The information tab is a tab which appears for all players on login.
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enableInfoTab=true
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#infoTabName: The name of the tab to display when the players log in.
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infoTabName=Server
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#infoTabLine-#: Line to be added to the info tab on login.
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# This is a multiple configuration option.
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infoTabLine-1:Server Thread: https://forum.wurmonline.com/index.php?/topic/162067-revenant-modded-pvepvp-3x-action-new-skillgain/
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infoTabLine-2:Website/Maps: https://www.sarcasuals.com/
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infoTabLine-3:Server Discord: https://discord.gg/r8QNXAC
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infoTabLine-4:Server Data: https://docs.google.com/spreadsheets/d/1yjqTHoxUan4LIldI3jgrXZgXj1M2ENQ4MXniPUz0rE4
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infoTabLine-5:Server Wiki/Documentation: https://docs.google.com/document/d/1cbPi7-vZnjaiYrENhaefzjK_Wz7_F1CcPYJtC6uCi98/edit?usp=sharing
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infoTabLine-6:Patreon: https://www.patreon.com/sindusk
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# > END INFO TAB < #
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#ignoreBridgeChecks: Disable most bridge validity checks, allowing them to be built in/over/through houses.
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ignoreBridgeChecks=true
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#disableMailboxUsageWhileLoaded: Disables the usage of mailboxes while they're loaded in a vehicle.
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# This option is used in tandem with the ability to allow mailboxes to be loaded.
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# If they cannot be loaded, this option will do nothing.
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disableMailboxUsageWhileLoaded=true
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#increasedLegendaryCreatures: Changes the chances for a legendary creature (AKA "Uniques") to spawn when checked.
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# This can be used for multiple purposes, including disabling natural unique spawns altogether.
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# Use the next setting while this option is enabled to tweak how you want them to spawn.
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increasedLegendaryCreatures=true
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#increasedLegendaryFrequency: The amount of times to check for a legendary to spawn when they are checked (6 hours).
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# 0 = Disable legendary creatures from spawning altogether.
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# 1 = Vanilla settings for spawning legendary creatures.
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# 2 = Double the default chance for legendary to spawn when checked.
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# 5 = Five times the default chance for legendary to spawn when checked.
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increasedLegendaryFrequency=5
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#allowFacebreykerNaturalSpawn: Adds Facebreyker (custom creature from WyvernMods) to the natural spawn list for legendary creatures.
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allowFacebreykerNaturalSpawn=true
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#announcePlayerTitles: When players obtain a title, there will be a server message stating they've just earned it.
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# The announcement ignores any title obtained on a PvP server, as well as any titles gained by GM's (power 1 or higher).
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# This will also create a message in Discord via DiscordRelay to the "event" channel.
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announcePlayerTitles=true
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# TODO: Allow editing the tab that it announces the title and the discord channel it sends to.
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#improveCombinedLeather: If leather is able to be combined (via other configuration), it will by default prevent improving items with higher QL than the material.
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# This option overrides that interaction, and allows leather of any QL be used to improve despite it being able to be combined.
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improveCombinedLeather=true
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#allowModdedImproveTemplates: Enables the usage of modded improve templates while improving certain items (Spectral Hide & Glimmerscale).
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allowModdedImproveTemplates=true
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#fatigueActionOverride: Allows players to take fatiguing actions (improve, farming, mining, etc.) while not grounded.
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# This means players can mine from a wagon, farm from a cart, improve on their horse, etc.
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# An exception to this is destroy actions on PvP servers. They have special handling to disable their usage while mounted.
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fatigueActionOverride=true
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#fixPortalIssues: Fixes some kind of portal issues. Don't remember what caused this change to be made or what it does.
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fixPortalIssues=true
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#disableMinimumShieldDamage: By default, shields take a minimum of 0.01 damage each time they're hit.
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# This option disables that threshhold and allows shields to take less than 0.01 damage when hit.
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# Specifically, if a shield is made of adamantine or similar, it would always take less damage than one made from iron.
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disableMinimumShieldDamage=true
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#disableGMEmoteLimit: By default, players must wait 5 seconds before the sound from another emote will play.
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# This option allows GM's (power 1 or higher) to bypass this limit.
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# This change was made so I could rapidly slap my GM's or players when they upset me by binding a key with Bdew's custom actions mod.
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# Instead of only seeing the event tab messages from the slap assault, they would also hear each and every excruciating slap.
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disableGMEmoteLimit=true
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#creatureArcheryWander: When a creature is struck by an arrow from a long distance, they will fail to acquire the player as a target.
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# This prevents them from moving in to attack someone who is archering them.
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# In some cases, players were able to abuse this to gain archery skill at zero risk.
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# This option makes creatures wander slightly in a random direction after being hit by archery.
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# Usually, this results in them moving close enough to the player to acquire them as a target
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# and engage them in melee combat or far enough the player cannot archer anymore.
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creatureArcheryWander=true
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#globalDeathTabs: Broadcast death tabs to GL-Freedom on all servers.
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# This does not override the Deaths tab on the server the player died on.
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# It just humiliates them globally instead of just on that server.
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globalDeathTabs=true
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#disablePvPOnlyDeathTabs: Allows PvP deaths on a PvE server to be broadcast in the Deaths tab.
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disablePvPOnlyDeathTabs=true
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#fixLibilaCrossingIssues: There were issues where Libila priest faith would reset when crossing servers.
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# This was a fix attempted to prevent it. It may no longer be necessary as of the 1.9 Priest Update but does no harm being enabled.
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fixLibilaCrossingIssues=true
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#higherFoodAffinities: Increases the potency of food affinity skill gains from 10% to 30%.
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higherFoodAffinities=true
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#TODO: Allow adjustment of the percentage increase (and potentially reduction) of food affinities.
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#fasterCharcoalBurn: Increases the rate at which charcoal burns by double.
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# It does this by triggering the "production" each time it ticks twice, applying double damage afterwards.
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# It will produce the same amount of resources, but do so twice as quickly.
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fasterCharcoalBurn=true
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#TODO: Allow further adjustment of the rate at which charcoal burns.
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#uncapTraderItemCount: By default, traders can only show 9 of each item they have in stock.
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# This option removes that cap, and allows them to show their full stock of each item.
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uncapTraderItemCount=true
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#logExcessiveActions: Log any player performing more than 10 commands in a single second.
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# This is useful to catch potential macro's, but also has false positives!
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# It will log players who hold down a key for a command for example.
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logExcessiveActions=true
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# > DYNAMIC SKILL RATE < #
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# Dynamic Skill Rate is a new skill rate system that adjusts the skill gain rate as skill increase.
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# For reference, please see the Revenant Skill Gain graph: https://i.imgur.com/XQeMJjV.png
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useDynamicSkillRate=true
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#TODO: Add options to adjust the dynamic skill gain rates.
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#> END DYNAMIC SKILL RATE < #
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#reduceLockpickBreaking: Adds 40QL to the calculations when a lockpick is checking whether it should break.
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# This results in a much lower rate of lockpicks breaking. They still take damage when lockpicking.
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reduceLockpickBreaking=true
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#allowFreedomMyceliumAbsorb: Allows players on Freedom servers that follow Libila to absorb mycelium.
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allowFreedomMyceliumAbsorb=true
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#largerHouses: Doubles the size that players can construct buildings.
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# It does this by multiplying their effective carpentry during planning checks.
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largerHouses=true
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#TODO: Add option to adjust the carpentry multiplier.
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#reduceImbuePower: Reduces the amount of power applied by smearing imbues.
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# This does not affect their functionality, simply reduces the amount of power applied per imbue to 1/5th.
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reduceImbuePower=true
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#TODO: Add option to adjust multiplier on imbue power.
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#fixVehicleSpeeds: When updating the speed of a vehicle, the vanilla code uses a random check to determine whether to update.
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# This creates scenarios where the speed of a vehicle does not update properly for a long duration.
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# For example, when archering a horse, it could take anywhere from 1 to 20 seconds for the speed to properly reduce.
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# This option removes that random check and forces it to update immediately whenever the vehicle speed would change.
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fixVehicleSpeeds=true
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#reduceMailingCosts: Reduces mailing costs from 1 copper to 10 iron.
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reduceMailingCosts=true
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#TODO: Add option to adjust mailing cost to a percentage of default.
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#guardTargetChanges: Prevent guards from assisting in combat with some of the stronger modded creatures.
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# Includes: Legendary Creatures, Titans, and Rare Spawns.
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guardTargetChanges=true
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#enableLibilaStrongwallPvE: Enables Strongwall for Libila on Freedom/PvE servers.
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enableLibilaStrongwallPvE=true
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#royalCookNoFoodDecay: Royal Cooks (kingdom title) will create "royal" food which is immune to decay.
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royalCookNoFoodDecay=true
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#mayorsCommandAbandonedVehicles: Allows mayors to take temporary command of vehicles abandoned on their deed.
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# This does not allow them to access the contents/hold of the vehicle.
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# They can only command the vehicle if it is within their village.
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# The vehicle must belong to a player who has not logged in for 7 days.
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# If they move the vehicle off their deed and disembark, they will no longer be able to command it.
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mayorsCommandAbandonedVehicles=true
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#opulenceFoodAffinityTimerIncrease: Adds 0.25% increased timer per power of opulence on a food.
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# Example: Food grants 1 minute per bite. With 100 Opulence, it would gain 25% increased timer, giving 1.25 minutes per bite.
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opulenceFoodAffinityTimerIncrease=true
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#TODO: Add option to configure the amount of increase per opulence power. [Side-note: Maybe add to Spellcraft instead]
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#disableFoodFirstBiteBonus: By default, when eating food the affinity timer will give 10x longer duration on the first bite.
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# This creates a meta where taking a single bite out of a good affinity meal then waiting for the buff to expire is optimal to conserve food.
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# This option disables that first bite bonus, making each bite grant the same duration regardless of whether it's the first
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# bite or if they're adding onto an already existing food affinity timer.
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disableFoodFirstBiteBonus=true
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#bedQualitySleepBonus: The quality of the bed a player sleeps in will increase the amount of sleep bonus obtained after waking up.
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# The increase in sleep bonus is equivalent to 0.5% more per QL of the bed. At 100QL, the bed will grant 50% more sleep bonus.
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bedQualitySleepBonus=true
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#TODO: Add option to configure the amount of bonus the bed QL grants.
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#royalSmithImproveFaster: Royal Smiths (kingdom title) will improve smithing items 10% faster.
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# This bonus is comparable to having 10 additional Wind of Ages power on the tools using to improve with.
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royalSmithImproveFaster=true
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#TODO: Add option to configure improve speed bonus.
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#fixMountedBodyStrength: When body strength is modded to allow higher carry weights, mounts do not register the increase.
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# Issues such as being unable to move on a horse because it thinks you're over encumbered begin to crop up.
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# This option fixes that interaction by making the code which handles mounted encumberance to adjust for the increase in strength.
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fixMountedBodyStrength=true
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#adjustedFoodBiteFill: Adjusts the amount of fill from foods from being linear along the QL axis.
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# Instead, it grants more fill than usual at lower QL, but drops off to less fill per QL at higher QL.
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# See this graph for the difference: https://i.imgur.com/RsBo86z.png
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adjustedFoodBiteFill=true
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#TODO: Add additional options to configure the amount of food fill.
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#rareMaterialImprove: Allows rare materials to potentially transfer rarity when improving normally, instead of only when consumed.
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# This prevents players from being punished by combining rare materials, and offers a more intuitive approach to using rare materials.
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rareMaterialImprove=true
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#rarityWindowBadLuckProtection: This provides a new system that creates "bad luck protection" in rarity windows.
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# Instead of being entirely random, the chance for a rarity window will increase each time the roll fails.
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# Every time the roll succeeds, the chance will decrease to adjust. This creates a more even spread of RNG.
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# Mathematically, this also helps prevent outliers such as having multiple rarity windows in a row or the opposite of not having any for a long duration.
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rarityWindowBadLuckProtection=true
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#rareCreationAdjustments: Rarity from creation materials will apply when creating new items.
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# The following system only applies to items which are created in their entirety from two consumable resources.
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# For example, using a rare handle and a rare sword blade to create a sword would use this system.
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# Using a rare anvil and a rare lump will not use this system, since the anvil is not consumed in the process.
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# Metallurgy does work. Using rare charcoal with rare iron will produce rare steel, for example.
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# When the item is created, it will roll randomly between the two rarities of the resources used to create it, distributed equally.
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# For example, using a rare handle with a supreme blade will give a 50% chance at a rare, and 50% chance at a supreme.
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# Using a normal handle on that same supreme blade would yield a 33% chance at normal, 33% chance at rare, and 33% chance at supreme.
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# Using a fantastic handle on the supreme blade would offer a 50% chance at supreme, 50% chance on fantastic.
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# If both items are the same rarity, it completely guarantees that the resulting item will be the same rarity.
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# A fantastic handle and a fantstic blade will always create a fantastic sword.
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rareCreationAdjustments=true
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#alwaysArmourTitleBenefits: Armour titles grant a bonus to improvement when equipped.
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# This option grants these bonuses at all times even if the title is not equipped.
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alwaysArmourTitleBenefits=true
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#tomeUsageAnyAltar: Allows sorcery tomes to be used at any 3x3 flat altar.
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# This removes height restrictions, being near water, in a cave, etc. Any flat 3x3 area with an altar will work to use the tome.
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tomeUsageAnyAltar=true
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#keyOfHeavensLoginOnly: Forces Key of the Heavens to only be able to be used on the login server.
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# This is done to prevent issues with deity generation.
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keyOfHeavensLoginOnly=true
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#lessFillingDrinks: Makes drinks (not water) fill less of the water bar (roughly 1/5 as much as default).
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# This allows players to get more use out of affinity drinks.
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lessFillingDrinks=true
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#TODO: Add additional options to adjust how much less filling drinks are.
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#disableHelpGMCommands: Disables GM commands from appearing for non-GM's when using /help. This is a bug with the vanilla game.
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disableHelpGMCommands=true
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#reduceActionInterruptOnDamage: Reduces the chances of actions being interrupted when taking damage.
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# The reduction should be something around 1/2 as likely to be interrupted, though it's hard to tell for sure.
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reduceActionInterruptOnDamage=true
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#TODO: Add multiplier option for chance to be interrupted.
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#fixMissionNullPointerException: In rare instances, the Epic Mission system can fail to properly intialize it's item template list.
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# When this happens, there's a chance that another function will call for a random item template.
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# Upon execution, it fails to find a random template and crashes the server with a Null Pointer Exception.
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# This option fixes this issue and will initialize the list if one does not exist when the server calls for a random template.
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fixMissionNullPointerException=true
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#disableSmeltingPots: Simply disables the functionality of smelting pots.
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# Smelting pots will still exist, but it will display an error "Smelting is disabled." when attempting to smelt.
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disableSmeltingPots=true
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#hideSorceryBuffBar: Hides the buff icons for sorceries. They can still be found in the Spell Effects window.
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hideSorceryBuffBar=true
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#sqlAchievementFix: Fixes the errors that occur with achievements in SQL in WU 1.9.
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sqlAchievementFix=true
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## >> END MISCELLANEOUS CHANGES MODULE << ##
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## >> ARENA MODULE << ##
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## The Arena Module handles many miscellaneous tweaks and additions specific to PvP servers.
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## Some of the options here can also have positive impact on PvE servers and were configured here because there was
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## overlap in the code where the functionality for Arena-specific features had to be made.
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enableArenaModule=true
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#equipHorseGearByLeading: Allow players to equip horse gear by simply leading.
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# If enabled, this also allows GM's (power 1 and higher) to bypass all restrictions for equipping items on creatures for both PvE and PvP servers.
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equipHorseGearByLeading=true
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#lockpickingImprovements: Reduces the restrictions for allowing lockpicking.
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# On PvP servers, this will make it so basically any container is able to be lockpicked by anyone without permissions getting in the way.
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# On PvE servers, this allows players to lockpick chests which are not owned by a player (such as treasure chests from TreasureHunting mod).
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lockpickingImprovements=true
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#placeDeedsOutsideKingdomInfluence: Allows placing deeds outside of kingdom influence for all kingdoms.
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# Keep in mind this also removes the requirement of creating a tower before planting a deed.
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placeDeedsOutsideKingdomInfluence=true
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#disablePMKs: Disables the ability to create a Player Made Kingdom.
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disablePMKs=true
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#disablePlayerChampions: Disables the ability for players to become a Champion.
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disablePlayerChampions=true
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#arenaAggression: Adjusts the aggression for creatures and players towards other players to fit a same-kingdom PvP environment.
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arenaAggression=true
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#enemyTitleHook: Allows (ENEMY) to be appended to players who are hostile towards eachother in a same-kingdom PvP environment.
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# On PvE servers, this also the hook for the extra custom title module.
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enemyTitleHook=true
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#enemyPresenceOnAggression: Adjusts the enemy presence mechanic to work based on the aggression of a player instead of kingdom.
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# By default, in same-kingdom PvP enviornments, a player of the same kingdom will not apply enemy presence in local.
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# This option makes it so even if the player is in the same kingdom, if they are considered hostile to the player they will apply enemy presence.
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enemyPresenceOnAggression=true
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#disableFarwalkerItems: Disables farwalker twigs and farwalker stones on PvP servers.
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disableFarwalkerItems=true
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#alwaysAllowAffinitySteal: Always allow players to steal affinities from players they slay in PvP combat.
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alwaysAllowAffinitySteal=true
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#adjustFightSkillGain: Increases fight skill gained on PvP servers by 50%.
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# It does this by adding an additional tick of fight skill gain equivalent to 50% of the first tick.
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adjustFightSkillGain=true
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#TODO: Add additional option to adjust fight skill gain multiplier.
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#useAggressionForNearbyEnemies: Changes the check for nearby enemies to use aggression instead of kingdom checks.
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# This option is meant to help enable same-kingdom PvP environments.
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useAggressionForNearbyEnemies=true
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#disablePvPCorpseProtection: Disables the loot protection systems on corpses on PvP servers.
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# This allows anyone, regardless of permission status, to loot a corpse when it drops.
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disablePvPCorpseProtection=true
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#bypassHousePermissions: This bypasses most of the permissions and restriction checks in houses for players on PvP servers.
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# This option is meant to help enable same-kingdom PvP environments.
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bypassHousePermissions=true
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#allowStealingAgainstDeityWishes: Allows players to steal items against their deity wishes without being punished on PvP servers.
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# This option is meant to help enable same-kingdom PvP environments.
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allowStealingAgainstDeityWishes=true
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#sameKingdomVehicleTheft: When a vehicle is unlocked, enemy kingdom players can "take ownership" by commanding the vehicle.
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# This option is meant to help enable same-kingdom PvP environments by allowing players to take ownership
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# of an unlocked vehicle even if it belongs to a player in the same kingdom as them.
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sameKingdomVehicleTheft=true
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#adjustMineDoorDamage: Increases the amount of damage done by bashing mine doors by 3x on PvP servers.
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adjustMineDoorDamage=true
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#TODO: Add option to adjust how much to multiply bash damage by.
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#sameKingdomPermissionsAdjustments: Various adjustments to same-kingdom permissions.
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# This option is meant to help enable same-kingdom PvP environments.
|
||||
sameKingdomPermissionsAdjustments=true
|
||||
#disableCAHelpOnPvP: Disables players from seeing the CA HELP window on PvP servers.
|
||||
# This can be abused to allow players to see enemy CA's who are online.
|
||||
disableCAHelpOnPvP=true
|
||||
#sameKingdomVillageWarfare: Makes players in a village enemies with all other villages that are not in their alliance.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
sameKingdomVillageWarfare=true
|
||||
#adjustHotARewards: Adjusts the rewards from winning Hunt of the Ancients.
|
||||
# Keep in mind one of the rewards that gets added with this option is a key fragment (1/50th of a key of the heavens).
|
||||
adjustHotARewards=true
|
||||
#TODO: Add options to further customize the rewards from HotA.
|
||||
#capMaximumGuards: Caps the maximum amount of guards in a village to 5.
|
||||
capMaximumGuards=true
|
||||
#TODO: Add option to configure maximum amount of guards.
|
||||
#disableTowerConstruction: Disables the ability to construct towers on PvP servers.
|
||||
# This does not remove existing towers or disable them from being spawned in by GM's.
|
||||
disableTowerConstruction=true
|
||||
#adjustLocalRange: Changes the local range on PvP servers from 80 tiles to 50 tiles.
|
||||
adjustLocalRange=true
|
||||
#TODO: Add option to configure new local range.
|
||||
#disableKarmaTeleport: Disables the ability to use Karma Teleport on PvP servers.
|
||||
disableKarmaTeleport=true
|
||||
#limitLeadCreatures: Limits the amount of creatures players can lead on PvP servers to 1.
|
||||
limitLeadCreatures=true
|
||||
#TODO: Add option to configure how many creatures players can lead at a time.
|
||||
#adjustBashTimer: Doubles the bash timer for destroying walls/structures.
|
||||
# This option can be useful for high action speed servers, as the destroy timers are affected by action time multipliers.
|
||||
adjustBashTimer=true
|
||||
#TODO: Add option to adjust the base bash timer.
|
||||
#discordRelayHotAMessages: Adds HotA messages to Discord Relay.
|
||||
discordRelayHotAMessages=true
|
||||
#TODO: Add this option to DiscordRelay instead with configuration of channel and similar.
|
||||
#allowAttackingSameKingdomGuards: Allows players to attack guards of the same kingdom.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
allowAttackingSameKingdomGuards=true
|
||||
#fixGuardsAttackingThemselves: If the server is configured for same-kingdom PvP, you can sometimes run into an issue.
|
||||
# Guards will attempt to target themselves and see themselves as enemies, and try to attack themselves.
|
||||
# Luckily the game does not allow them to fight themselves. However, they will spam the local log with messages.
|
||||
# If you encounter this issue, enable this option to stop them from being stupid.
|
||||
fixGuardsAttackingThemselves=true
|
||||
#reducedMineDoorOpenTime: Reduces the amount of time a mine door stays open when an enemy passes through from 120 seconds to 30 seconds.
|
||||
reducedMineDoorOpenTime=true
|
||||
#allowSameKingdomFightSkillGains: Allow players to gain fight skill from killing members of the same kingdom.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
allowSameKingdomFightSkillGains=true
|
||||
#allowArcheringOnSameKingdomDeeds: Allows archery against other players while they are on a same-kingdom deed.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
allowArcheringOnSameKingdomDeeds=true
|
||||
#sendNewSpawnQuestionOnPvP: A new spawn question created when a player dies.
|
||||
# The new spawn question allows them to respawn on another server instead of the one they died on.
|
||||
# WARNING: I highly recommend disabling this option as it will not work on most servers.
|
||||
sendNewSpawnQuestionOnPvP=true
|
||||
#TODO: Improve this option into a minor module and make the new spawn question function well for servers that are not Revenant.
|
||||
#sendArtifactDigsToDiscord: When a player digs up an artifact, this option will announce the artifact message in Discord.
|
||||
# The message will be identical to the one found in the Area History for the server.
|
||||
sendArtifactDigsToDiscord=true
|
||||
#TODO: Add this option to DiscordRelay instead with configuration of channel and similar.
|
||||
#makeFreedomFavoredKingdom: Makes Freedom always the favored kingdom on the server. Affects both PvE and PvP servers.
|
||||
# This option is specifically meant to prevent PvP servers from creating epic missions which favor inactive kingdoms.
|
||||
# In that way, it is sort of meant to enable same-kingdom PvP environments, but can be useful in other senses as well.
|
||||
makeFreedomFavoredKingdom=true
|
||||
#crownInfluenceOnAggression: Converts the Crown of Might influence effect (that grants CR) to affect allies instead of kingdom.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
crownInfluenceOnAggression=true
|
||||
#disableOWFL: Disables players from dropping items on their corpse on PvP servers. This option will have no effect on PvE servers.
|
||||
# OWFL = Open World Full Loot. This option is designed to make a PvP environment where players do not lose their inventory on death.
|
||||
# This option essentially operates by making an always-functioning resurrection stone apply to every player that dies.
|
||||
disableOWFL=true
|
||||
#resurrectionStonesProtectSkill: Players with a resurrection stone will not lose skill upon death. Affects both PvE and PvP servers.
|
||||
resurrectionStonesProtectSkill=true
|
||||
#resurrectionStonesProtectFightSkill: Players with a resurrection stone will not lose fighting skill upon death. Affects both PvE and PvP servers.
|
||||
resurrectionStonesProtectFightSkill=true
|
||||
#resurrectionStonesProtectAffinities: Players with a resurrection stone will not lose affinities on death on PvP servers.
|
||||
resurrectionStonesProtectAffinities=true
|
||||
#bypassPlantedPermissionChecks: Removes all permission checks for if a player can move a planted item on PvP servers.
|
||||
# This option is meant to help enable same-kingdom PvP environments.
|
||||
bypassPlantedPermissionChecks=true
|
||||
|
||||
## >> END ARENA MODULE << ##
|
||||
|
||||
## >> CUSTOM TITLES MODULE << ##
|
||||
## The Custom Titles Module allows configuration and addition of new titles.
|
||||
enableCustomTitlesModule=true
|
||||
|
||||
#addCustomTitle-#: Adds a custom title. Format: addTitle-#:titleId,maleTitle,femaleTitle,skillId,titleType
|
||||
# titleId = Some value, preferably greater than 1000, used to index the title that you're adding. These need to be unique to each title.
|
||||
# maleTitle = The title name when a male character is using the title.
|
||||
# femaleTitle = The title name when a female character is using the title.
|
||||
# skillId = The ID of the skill to award this title for. If you don't want to attach this to a skill or don't know what this means, use -1 to disable.
|
||||
# titleType = The skill level to award at. NORMAL (50), MINOR (70), MASTER (90), LEGENDARY (100). If you aren't using a skillId, then use NORMAL.
|
||||
addCustomTitle-1:19999,Patron,Patron,-1,NORMAL
|
||||
addCustomTitle-2:20000,Donator,Donator,-1,NORMAL
|
||||
addCustomTitle-3:20001,Sindusks Favourite GM,Sindusk Favourite GM,-1,NORMAL
|
||||
addCustomTitle-4:20002,That Guy,That Guy,-1,NORMAL
|
||||
addCustomTitle-5:20003,Warriorgens Wife,Warriorgens Wife,-1,NORMAL
|
||||
addCustomTitle-6:20004,Thorn One,Thorn One,-1,NORMAL
|
||||
addCustomTitle-7:20005,The care-dependent,The care-dependent,-1,NORMAL
|
||||
addCustomTitle-8:20006,The Treasuring,The Treasuring,-1,NORMAL
|
||||
addCustomTitle-9:20007,Science Guy,Science Guy,-1,NORMAL
|
||||
addCustomTitle-10:20008,Grand Designer,Grand Designer,-1,NORMAL
|
||||
addCustomTitle-11:20009,The Crazy Cat Lord,The Crazy Cat Lord,-1,NORMAL
|
||||
addCustomTitle-12:20010,Slave,Slave,-1,NORMAL
|
||||
addCustomTitle-13:20011,The One True Taco,The One True Taco,-1,NORMAL
|
||||
addCustomTitle-14:20012,The Great Illuminaty,The Great Illuminaty,-1,NORMAL
|
||||
|
||||
# Event Titles
|
||||
addCustomTitle-100:10002,Pastamancer,Pastamancer,-1,NORMAL
|
||||
|
||||
#awardTitle-#: Awards a title to a player on their next login. Format: awardTitle-#:titleId,playerName,playerName,playerName...
|
||||
# titleId = The id of the title to award the player. This can be the ID of a default title or custom title. Both will work.
|
||||
# playerName = The name of the player to award the title to.
|
||||
# - The playerName option can be repeated for as many players you want to award the title to.
|
||||
# Example: awardTitle-1:10000,Sindusk,Sindawn,Sinsalt
|
||||
# If a player already has the title, the system will identify they've already received the title.
|
||||
# It's safe to leave configurations here for players who have already claimed their title.
|
||||
awardTitle-1:19999,Atticus
|
||||
awardTitle-2:20000,Pazza,Warriorgen,Eternallove,Bambam,Svenja,Alexiaselena,Reevi,Seleas,Piratemax,Eltacolad
|
||||
awardTitle-3:20001,Pazza
|
||||
awardTitle-4:20002,Warriorgen
|
||||
awardTitle-5:20003,Eternallove
|
||||
awardTitle-6:20004,Bambam
|
||||
awardTitle-7:20005,Svenja
|
||||
awardTitle-8:20006,Alexiaselena
|
||||
awardTitle-9:20007,Reevi
|
||||
awardTitle-10:20008,Genocide
|
||||
awardTitle-11:20009,Seleas
|
||||
awardTitle-12:20010,Piratemax
|
||||
awardTitle-13:20011,Eltacolad
|
||||
awardTitle-14:20012,Atticus
|
||||
|
||||
# Event Titles
|
||||
awardTitle-100:10002,Critias
|
||||
|
||||
## >> END CUSTOM TITLES MODULE << ##
|
||||
|
||||
## >> ANTI-CHEAT MODULE << ##
|
||||
## The Anti-Cheat Module helps mitigate client mods that allow players to utilize data that should never be sent.
|
||||
## Wyvern Anti-Cheat does NOT prevent ESP mods.
|
||||
## It does, however, do a fairly effective job at limiting the use of X-Ray and livemap for detecting ores they should not see.
|
||||
enableAntiCheatModule=true
|
||||
|
||||
# > SPOOF HIDDEN ORE < #
|
||||
# Spoofing hidden ore is the process of falsifying information sent to the client to hide ore they should not be able to see.
|
||||
# This process works by the server identifying whether or not a player should be able to see a vein of ore through various checks.
|
||||
# For example, if a vein is surrounded by 4 cave walls, the player should not be able to see that ore since it's completely surrounded.
|
||||
# This system will "spoof" the data sent from the server to clients in the strip (area) around the vein as normal rock.
|
||||
# This prevents anyone from using a client mod to see the vein (X-Ray or Livemap for example) which would normally be obscured from view.
|
||||
# The system will have no effect on veins which players should normally be able to see. Exposed veins are not spoofed.
|
||||
# Finally, this is also unable to be countered through any client modding efforts. Since there is no difference between the data
|
||||
# that is sent instead of a normal rock vein, no amount of client modding would be able to surpass this anti-cheat method.
|
||||
enableSpoofHiddenOre=true
|
||||
#prospectingVision: This system allows players with high prospecting skill to bypass the spoof system to a certain extent.
|
||||
# In it's current implementation, after 20 prospecting, players will be allowed to see 1 tile out per 18 prospecting levels.
|
||||
# For example, a player with 50 prospecting skill would receive proper information to their client up to 3 tiles into a wall.
|
||||
# This system is meant to give information to players about what exists in a cave system without requiring them to prospect every wall.
|
||||
prospectingVision=true
|
||||
#TODO: Add additional options to the spoof hidden ore minor module to configure further operation.
|
||||
|
||||
# > END SPOOF HIDDEN ORE < #
|
||||
|
||||
#mapSteamIds: This option will map player SteamID's to their name in the modsupport database under SteamIdMap.
|
||||
# Since this option's creation, there has been a STEAM_IDS table added to the wurmplayers database by default which logs Steam ID's on each login.
|
||||
# The default system works by logging the access times for each Steam ID and when it was connected, alongside the duration of the login.
|
||||
# Overall, the default system is more accurate, but it's also quite difficult to read at a glance.
|
||||
# Viewing a single player's Steam ID will require cross referencing their player WurmID with the PLAYERS table.
|
||||
# What this option does is make a table that is simply NAME and STEAMID, with one unique entry each.
|
||||
# This makes it very easy to find a player's Steam ID and ban it, if necessary.
|
||||
# Additionally, it makes it simple to know all the SteamID's which have been used to access a single account.
|
||||
# ! This table & option is also required for other certain functions in WyvernMods !
|
||||
mapSteamIds=true
|
||||
|
||||
## >> END ANTI-CHEAT MODULE << ##
|
||||
|
||||
## >> QUALITY OF LIFE MODULE << ##
|
||||
## The Quality Of Life Module includes some additions that improve the general quality of life of gameplay.
|
||||
## Many of these options are built with a mindset of enhancing the play of normal players,
|
||||
## but can be abused to significant gain by those who see them as an opportunity to make cheating easier.
|
||||
## It's important to think of the abuse cases and whether or not you're okay with those abuse cases being
|
||||
## available before enabling this module or its features.
|
||||
enableQualityOfLifeModule=true
|
||||
|
||||
#mineCaveToVehicle: Allows mining from cave wall directly into a vehicle while commander.
|
||||
# Requires the fatigue action override under Misc Changes Module to function (otherwise you cannot mine while commanding a vehicle).
|
||||
# When enabled, this will also deposit the ore directly into a BSB until full if one exists.
|
||||
# If no BSB exists, it will deposit to crates until full.
|
||||
# If no crates exist in the vehicle, it will simply mine into the cargo hold of the vehicle until it's full.
|
||||
# If there is no space in the vehicle for the ore, it will mine to ground as normal until a full pile exists.
|
||||
mineCaveToVehicle=true
|
||||
#mineSurfaceToVehicle: Allows surface mining directly into a vehicle while commanding.
|
||||
# This option is identical to mineCaveToVehicle, but applies to surface mining instead.
|
||||
# Also requires fatigue action override in Misc Changes Module to function.
|
||||
mineSurfaceToVehicle=true
|
||||
#chopLogsToVehicle: Allows chopping up logs directly into a vehicle while commander.
|
||||
# This option is identical to mineCaveToVehicle, but applies to chopping up logs instead.
|
||||
# Also requires fatigue action override in Misc Changes Module to function.
|
||||
chopLogsToVehicle=true
|
||||
#statuetteAnyMaterial: Allows casting using a statuette of any material.
|
||||
# By default, a statuette that is not made of gold or silver will not work for spell casting.
|
||||
# This option changes that functionality by disregarding the material and only checking the item itself.
|
||||
# Will not allow players to use incorrect statuettes for casting (such as statuette of Fo to cast as a Vynora priest).
|
||||
statuetteAnyMaterial=true
|
||||
#mineGemsToVehicle: Allows mining gems and other materials (like salt) directly to vehicle.
|
||||
# This option is identical to mineCaveToVehicle, but handles tertiary materials like gems and salt instead.
|
||||
# Also requires fatigue action override in Misc Changes Module to function.
|
||||
mineGemsToVehicle=true
|
||||
#regenerateStaminaOnVehicleAnySlope: Allows players to regenerate stamina while on a vehicle regardless of the slope underneath the vehicle.
|
||||
# By default, if you are on a slope greater than 20 while on a vehicle, you do not regenerate stamina.
|
||||
# This option removes the 20 slope limitation and allows players to regenerate stamina while on a vehicle so long as they are stationary.
|
||||
regenerateStaminaOnVehicleAnySlope=true
|
||||
|
||||
## >> END QUALITY OF LIFE 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.
|
||||
enableTreasureChestLootModule=true
|
||||
|
||||
# TODO: Add additional options to configure the loot granted from treasure chests.
|
||||
## >> END TREASURE CHEST LOOT MODULE << ##
|
||||
|
||||
Reference in New Issue
Block a user