WyvernMods Configurable Phase 2

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Sindusk
2019-05-06 09:25:48 -04:00
parent 9eb8d1a2b5
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11 changed files with 854 additions and 1409 deletions

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@@ -515,6 +515,254 @@ regenerateStaminaOnVehicleAnySlope=true
## >> END QUALITY OF LIFE MODULE << ##
## >> COMBAT MODULE << ##
## The Combat Module offers options that affect the combat aspects of the game.
## This isn't restricted to simply the actual combat itself. It also includes some options to change combat-oriented spells and other mechanics.
enableCombatModule=true
# > COMBAT RATING ADJUSTMENTS < #
# Combat Rating Adjustments involve some tweaks to how combat rating is calculated.
# There are two components: additive and multiplicative combat rating adjustments.
# Additive modifiers are always applied first. This creates a "base" combat rating that is then modified.
# Multiplicative modifiers apply after all additive combat rating adjustments, including vanilla ones.
enableCombatRatingAdjustments=true
#royalExecutionerBonus: Additive - Adds +2 CR against PvE targets while holding Royal Executioner kingdom title.
# The vanilla royal executioner bonus only applies to PvP combat. This option is meant to give it a PvE bonus as well.
royalExecutionerBonus=true
#TODO: Make this option a value instead and allow configuration of how much CR to grant.
#petSoulDepthScaling: Multiplicative - Scales the CR of pets with the Soul Depth of the owner/dominator.
# Applies a multiplier of Soul Depth * 0.02 to the pet's CR. This grants 40% CR at 20 Soul Depth and 200% CR at 100 Soul Depth.
# At 50 Soul Depth this modifier equates to 100%, resulting in no change to the pet's CR.
petSoulDepthScaling=true
#TODO: Make this option a value instead and allow configuration of the CR multiplier per soul depth.
#vehicleCombatRatingPenalty: Multiplicative - Reduces the CR of players on a vehicle by 25%.
# There is no significant offensive penalty for being the commander of a vehicle while in combat.
# This option is meant to encourage players to avoid fighting while on a vehicle.
vehicleCombatRatingPenalty=true
#TODO: Make this option a value instead and allow configuration of the CR multiplier while on a vehicle.
# > END COMBAT RATING ADJUSTMENTS < #
#fixMagranonDamageStacking: In vanilla combat, Magranon/warrior damage bonus (+15% damage from deity) does not stack correctly.
# This applies only in aggressive stance, where the aggressive fighting skill calculations will adjust if the player has warrior bonus.
# When this occurs, it results in a loss of damage from the bonus, making the warrior passive effectively ~10-12% instead of the full 15%.
# This option adjusts the fight skill calculations and forces it to accurately apply the 15% damage bonus regardless of other factors.
fixMagranonDamageStacking=true
#adjustCombatRatingSpellPower: Adjusts the combat rating bonus from Truehit and Excel to 50% of their vanilla values.
adjustCombatRatingSpellPower=true
#TODO: Make this option a multiplier instead of a boolean.
#disableLegendaryRegeneration: Disables the natural healing/regeneration of legendary creatures (uniques).
disableLegendaryRegeneration=true
#useStaticLegendaryRegeneration: Applies a static healing over time to legendary creatures (uniques).
# This option is meant to be used in conjunction with the previous one to make legendaries able to be taken slowly.
# Instead of requiring their defeat in 10 minutes (where they would outheal their attackers), it now regenerates at a set rate.
# This allows players to take their time with uniques and use strategy, so long as the damage inflicted outpaces the natural static regeneration.
# The regeneration is set to 75 health per second (~0.1% maximim health per second). Requires ~874 seconds (14.5 minutes) to heal a full health bar.
useStaticLegendaryRegeneration=true
#TODO: Allow configuration of health regeneration per second.
## >> END COMBAT MODULE << ##
## >> MASTERCRAFT MODULE << ##
## The Mastercraft Module is a new series of systems designed to encourage players to explore end-game crafting further.
## Vanilla settings generally don't encourage players to skill past 90 or improve items past 90.
## The goals of this system, and the settings involved here, are to encourage players to strive for perfection instead of settling at "good enough."
enableMastercraftModule=true
# > DIFFICULTY ADJUSTMENTS < #
# Difficulty Adjustments modify the difficulty when a skill check occurs based on the factors set here.
# This affects almost all systems in the game, from combat to improvement to creation chance to spell power.
# These configurations are aimed at increasing the ways a player can improve their results for any given action.
# By putting time and effort into one's craft, they can more easily improve items to higher levels or be more successful in their activities.
enableDifficultyAdjustments=true
#affinityDifficultyBonus: Reduces the difficulty of actions by 1 per affinity in the skill.
affinityDifficultyBonus=true
#TODO: Make this configuration able to be set to any amount of difficulty reduction.
#legendDifficultyBonus: Grants a reduction to difficulty for all skill over 99.
# Begins at 99.00 skill with no difficulty change, then maxes out at 100.00 skill granting -2 difficulty.
legendDifficultyBonus=true
#masterDifficultyBonus: Grants a reduction to difficulty for all skill over 90.
# Begins at 90.00 skill with no difficulty change, then maxes out at 100.00 skill granting -2 difficulty.
masterDifficultyBonus=true
#TODO: Make the skill scaling a multi-configuration where multiple thresholds can be set for a variety of scaling difficulty changes.
#itemRarityDifficultyBonus: Reduces the difficulty of an action depending on the rarity of the tool being used.
# Normal: No bonus, Rare: -1 difficulty, Supreme: -2 difficulty, Fantastic: -3 difficulty
itemRarityDifficultyBonus=true
#legendItemDifficultyBonus: Reduces the difficulty of an action for all quality over 99 of the tool being used.
# Begins at 99.00 QL with no difficulty change, then maxes out at 100.00 QL granting -1 difficulty.
legendItemDifficultyBonus=true
#masterItemDifficultyBonus: Reduces the difficulty of an action for all quality over 90 of the tool being used.
# Begins at 90.00 QL with no difficulty change, then maxes out at 100.00 QL granting -1 difficulty.
masterItemDifficultyBonus=true
#TODO: Allow further customization of the configurations for difficulty adjustments regarding items.
# > END DIFFICULTY ADJUSTMENTS < #
#empoweredChannelers: Empowers players with up to double the power on their casts based on their channeling skill and affinities.
# This grants +2 power to casts per affinity in channeling.
# Furthermore, it also rolls 4 times up to the value of their channeling skill. It then takes the lowest value and adds it to their cast power.
# !!! Be warned that enabling this option will allow players to perform natural casts of enchants up to roughly 200 power !!!
empoweredChannelers=true
#TODO: Expand on this option and enable more configuration of how the enchant power addition is calculated.
#channelSkillFavorReduction: Reduces the favor costs of spells based on channeling skill.
# Reduces favor cost by 2% per channeling affinity.
# Reduces favor cost by 10% per skill over 99. No bonus at 99.00, scaling to 10% at 100.00 channeling.
# Reduces favor cost by 1% per skill over 90. No bonus at 90.00, scaling to 10% at 100.00 channeling.
channelSkillFavorReduction=true
#TODO: Split up the favor cost reductions, then expand into a multi-configuration style to allow further customization.
#TODO: Also, the code that executes these configurations is old and should be updated with new priest rework code to make it cleaner.
## >> END MASTERCRAFT MODULE << ##
## >> SKILL MODULE << ##
## The Skill Module allows control over the components of skills, including skill gain adjustments.
enableSkillModule=true
# > HYBRID SKILL GAIN < #
# Hybrid Skill Gain is the system which combines the vanilla Wurm Unlimited skill gain system with the classic Wurm Online model.
# In Wurm Unlimited, players gain skill for any successful action whether the result is 0.1 or 100. The skill tick size is the same every action.
# In Wurm Online, players gain skill for any successful action within the range 0 - 40. The skill tick size is based on the duration of the action.
# This new hybrid system makes it so players gain skill for any action, including mild failures (about -20), up to 100.
# However, the system also rewards more skill gain for actions with results closer to zero (if configured that way).
# This was done in order to discourage the "spam creation" skilling method. It is still effective, but improvement is now competitive.
# Visual graph that represents what this skill gain system looks like: https://i.imgur.com/9ykw5dJ.png
# Here is the formula which handles the multiplier for the new skill gain:
# valueAtOneHundred*Math.pow(valueAtZero/valueAtOneHundred, (2-Math.pow(100/(100+Math.max(-99,power)), negativeDecayRate))*Math.pow((100-power)*0.01, positiveDecayRate));
# If you can't read/don't understand that, don't worry! Not many people can! However, if you can read or understand the function,
# you should be able to plug in a formula into Google Sheets, Wolfram Alpha, or Excel and create your own graph where you
# can adjust the following options and give the proper result that you're looking for.
# The default values listed here result in the visual graph represented above.
enableHybridSkillGain=true
#hybridNegativeDecayRate: [Limit: > 0] How fast the function decays past zero going negative.
# Higher values will cause the "midpoint" to move in a positive direction. It will also increase the sharpness of decline after the midpoint.
# Lower values will cause the "midpoint" to move in a negative direction. It will also decrease the sharpness of the decline after the midpoint, resulting a smoother curve.
hybridNegativeDecayRate=5
#hybridPositiveDecayRate: [Limit: > 0] How quickly the function will decay past zero going positive.
# Higher values will result in a sharper curve to the 1.0 multiplier in values greater than zero.
# Lower values will result in a less sharp curve towards the 1.0 multiplier in values greater than zero.
hybridPositiveDecayRate=3
#hybridValueAtZero: [Limit: > 0, must be greater than hybridValueAtOneHundred] What the multiplier should be be when an action results in zero.
hybridValueAtZero=3.74
#hybridValueAtOneHundred: [Limit: > 0, must be less than hybridValueAtZero] What the multiplier should be when an action results in one hundred.
hybridValueAtOneHundred=0.9
# > END HYBRID SKILL GAIN < #
#skillName-#: Changes the name of a skill. Format: skillName-#:skill,newName
# skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg
# newName = The new name for the skill. Should be allowed to have spaces and other characters, but needs additional testing.
# - Case will carry to the in-game display, so keep that in mind. Making the new name fully lower case might make it look out of place among other skills.
# Set name of Preaching to Gem Augmentation
skillName-1:Preaching,Gem augmentation
# Set name of Stealing to Soulstealing
skillName-2:Stealing,Soulstealing
#skillDifficulty-#: Changes the internal difficulty of a skill. Format: skillDifficulty-#:skill,difficulty
# skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg
# difficulty = The new difficulty to set for the skill. Most skills default to 4000. This difficulty will affect the skill gain for that skill.
# - In the example of a 4000 difficulty skill: 2000 would double skill gain. 8000 would halve skill gain. 6000 would make it 1.5x slower.
# - For a full list of difficulty for each skill... I don't have one. Nevermind.
# Set mining to 3000 difficulty. Default is 8000. Makes it 2.66x higher skill gain.
skillDifficulty-1:Mining,3000
# Set lockpicking to 700 difficulty. Default is 2000. Makes it 2.85x higher skill gain.
skillDifficulty-2:Lock Picking,700
# Set meditating difficulty to 300. Default is 2000. Makes it 6.66x higher skill gain. Meditating is evil just like the increase.
skillDifficulty-3:Meditating,300
#skillTickTime-#: Changes the tick timer for skill gain on a skill. Format: skillTickTime-#:skill,tickTime
# skill = Either the internal ID of a skill or the name of a skill (case insensitive). Example: 1008, mining, MINING, Mining, MiNiNg
# tickTime = The interval (in milliseconds) before players can gain a skill tick for a skill.
# - Example: Lock picking has a default of 600000, or 600 seconds, for it's tick time.
# - This prevents players from being able to gain another skill tick of Lock picking until 600 seconds have passed (10 minutes).
# Set tick time of stealing to zero to remove the 10 minute interval. This is useful for Soulstealing.
skillTickTime-1:Stealing,0
# Set tick time of meditating to 3600 seconds (1 hour).
skillTickTime-2:Meditating,3600000
#changePreachingLocation: Changes the dependencies of Preaching so that it moves under Masonry.
# Recommended to set to false. Option is here temporarily until further work can be done to customize dependencies.
changePreachingLocation=true
#TODO: Add multiple configuration settings to change the dependencies of skills and remove this hold-over option.
## >> END SKILL MODULE << ##
## >> MEDITATION MODULE << ##
## The Meditation Module enables adjustments to the meditation system of Wurm.
## It includes additions that make meditation perks more reasonable at lower levels and scale better as it increases.
enableMeditationModule=true
#simplifyMeditationTerrain: Simplifies the terrain where players can meditate for a question.
# Instead of having to find specific tiles, any tile of the proper type will grant a question:
# - Insanity: Any cave tile
# - Love: Any grass, bush, or tree
# - Hate: Any mycelium, mycelium bush, or infected tree
# - Knowledge: Any sand
# - Power: Any rock or cliff tile (above ground).
simplifyMeditationTerrain=true
#removeInsanitySotG: Removes the Shield of the Gone bonus from Insanity. The buff will still show, but the effect will be gone.
removeInsanitySotG=true
#removeHateWarBonus: Removes the active effect to deal increased damage in combat from Path of Hate. Does not remove the structure damage version.
removeHateWarBonus=true
#insanitySpeedBonus: Adds new effect to Path of Insanity which grants 2% increased action speed per level starting at 7.
# At Insanity level 13, this bonus equates to 12% increased action speed. Does not affect weapon swing speed.
insanitySpeedBonus=true
#TODO: Allow configuration of the speed bonus and level it starts at.
#hateMovementBonus: Adds a new effect to Path of Hate which grants 1% increased movement speed (walking only) per level starting at 3.
# At Hate level 13, this bonus equates to 10% increased movement speed. Does not affect mounted or vehicle movement speed.
hateMovementBonus=true
#TODO: Allow configuration of the movement bonus and level it starts at.
#scalingPowerStaminaBonus: Scales the Path of Power stamina bonus from 30 at level 11 to start at 7 and increase with each level.
# Grants 5 bonus stamina at level 7, and adds 5 additional stamina per level afterwards.
# At Power level 13, this bonus equates to 30 additional Body Stamina.
scalingPowerStaminaBonus=true
#TODO: Allow configuration of the stamina bonus and level it starts at.
#scalingKnowledgeSkillGain: Scales the Path of Knowledge skill gain bonus from 25% at level 11 to start at 7 and increase with each level.
# Grants 5% increased skill gain at level 7, and adds 5% additional skill gain per level afterwards.
# At Knowledge level 13, this bonus grants 30% increased skill gain.
scalingKnowledgeSkillGain=true
#TODO: Allow configuration of the skill gain bonus and level it starts at.
#removeMeditationTickTimer: Removes the vanilla meditation tick timer which is not attached to the skill.
# This tick timer is coded differently from the skill system. It has to be removed like this in order to make the skill system version work.
# Enabling this option will allow you to configure the meditation tick timer using the Skills module.
# Without this enabled, this will override any settings from the Skills module and prevent skill gain unless the meditation system allows it.
removeMeditationTickTimer=true
#newMeditationBuffs: This option is meant to adjust the buff icons for meditation to coincide with all the options above.
# It's recommended to only allow this if all (or at least most) of the options above are enabled.
# Otherwise it probably wont display buffs correctly for some paths.
newMeditationBuffs=true
#TODO: Recode this to make it adjust properly to the configurations set throughout the rest of the module.
# > MEDITATION ABILITY COOLDOWNS < #
# Meditation Ability Cooldowns allow you to set all of the cooldowns for meditation abilities.
# All cooldowns are set using milliseconds. A setting of 1000 means 1 second in this configuration.
enableMeditationAbilityCooldowns=true
#loveRefreshCooldown: Cooldown for Path of Love's Refresh ability. (Default: 64800000 [18 hours])
loveRefreshCooldown=28800000
#loveEnchantNatureCooldown: Cooldown for Path of Love's Enchant Nature ability. (Default: 64800000 [18 hours])
loveEnchantNatureCooldown=28800000
#loveLoveEffectCooldown: Cooldown for Path of Love's Love Effect ability. (Default: 64800000 [18 hours])
loveLoveEffectCooldown=14400000
#hateWarDamageCooldown: Cooldown for Path of Hate's War Damage ability. (Default: 64800000 [18 hours])
hateWarDamageCooldown=21600000
#hateStructureDamageCooldown: Cooldown for Path of Hate's Structure Damage ability. (Default: 64800000 [18 hours])
hateStructureDamageCooldown=14400000
#hateFearCooldown: Cooldown for Path of Hate's Fear ability. (Default: 64800000 [18 hours])
hateFearCooldown=21600000
#powerElementalImmunityCooldown: Cooldown of Path of Power's Elemental Immunity ability. (Default: 64800000 [18 hours])
powerElementalImmunityCooldown=21600000
#powerEruptFreezeCooldown: Cooldown of Path of Power's Erupt/Freeze abilities. (Default: 64800000 [18 hours])
powerEruptFreezeCooldown=28800000
#powerIgnoreTrapsCooldown: Cooldown of Path of Power's Ignore Traps ability. (Default: 64800000 [18 hours])
powerIgnoreTrapsCooldown=14400000
#knowledgeInfoCreatureCooldown: Cooldown of Path of Knowledge's Get Info (Creature) ability. (Default: 64800000 [18 hours])
knowledgeInfoCreatureCooldown=14400000
#knowledgeInfoTileCooldown: Cooldown of Path of Knowledge's Get Info (Tile) ability. (Default: 64800000 [18 hours])
knowledgeInfoTileCooldown=14400000
#TODO: Add the rest of the meditation abilites as configurable options.
# > END MEDITATION ABILITY COOLDOWNS < #
## >> END MEDITATION 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.