WyvernMods Configurable Final Phase

This commit is contained in:
Sindusk
2019-05-14 15:19:18 -04:00
parent 17ddab3783
commit e865977407
8 changed files with 1243 additions and 448 deletions

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@@ -242,6 +242,12 @@ disableSmeltingPots=true
hideSorceryBuffBar=true
#sqlAchievementFix: Fixes the errors that occur with achievements in SQL in WU 1.9.
sqlAchievementFix=true
#changePumpkinKingTitle: Changes the Pumpkin King title (100 farming) for females from "Pumpkin King" to "Pumpkin Queen"
changePumpkinKingTitle=true
#changeDeityPassives: Changes some of the deity passives for demigods with ID 101 and 102.
# This option is specifically for compatibility to Revenant for the time being.
changeDeityPassives=true
#TODO: Remove this option and add deity passive configuration to Spellcraft.
## >> END MISCELLANEOUS CHANGES MODULE << ##
@@ -929,6 +935,317 @@ depotRespawnTime=39600000
## >> END SUPPLY DEPOT MODULE << ##
## >> BESTIARY MODULE << ##
## The Bestiary Module controls a variety of features regarding creatures in Wurm.
## This module includes options that controls creature attributes, changing their behavior, and additions of new creatures.
enableBestiaryModule=true
#fixSacrificingStrongCreatures: Removes the ability to sacrifice strong modded creatures such as titans and rare spawns.
fixSacrificingStrongCreatures=true
#disableAfkTraining: Disables afk training by doing combat with a creature while not targeting it.
# This is usually called "shield training" when you engage in combat with a creature then target another to prevent attacking it back.
# With this enabled, it will prevent players from gaining skill from a creature unless they are targeting it as well.
# If DUSKombat is active, this is built into it. Probably not necessary to enable if you have DUSKombat installed, but will do no harm if enabled.
disableAfkTraining=true
#fixChargersWalkingThroughWalls: By default, since Chargers are considered ghost units like templars, they are allowed to walk through walls.
# This option will add a hard override to their pathing and prevent them from walking through walls despite being ghosts.
fixChargersWalkingThroughWalls=true
#conditionWildCreatures: Adds conditions randomly to creatures spawned naturally in the wild.
# By default, only creatures spawned from a den will have a condition (greenish, angry, etc.)
# This option will allow *any* natural spawn to have a condition.
# Will not affect creatures which cannot have a condition by default (such as horses, pigs, etc)
# Chance is 1/5 for a random condition, and 1/250 to be a champion.
conditionWildCreatures=true
#allowGhostArchery: Allows archery against targets marked as "ghosts" - including chargers and spirit templars.
# This is done to prevent players from mounting chargers and being immune to archery to dismount them.
allowGhostArchery=true
#disableArcheryOnStrongCreatures: Disables archery against strong creatures such as titans and rare spawns.
disableArcheryOnStrongCreatures=true
#genesisEnchantedGrassNewborns: When a new creature is born on enchanted grass, it will automatically remove a negative trait.
genesisEnchantedGrassNewborns=true
#useCustomCorpseSizes: Custom creatures can sometimes have poor corpse sizes when slain.
# This option fixes that issue by utilizing custom corpse sizes when they die and adjusting the size to be closer to their normal size.
useCustomCorpseSizes=true
#allowCustomCreatureBreedNames: Allows some custom creatures (Chargers) to have breeding names similar to horses.
allowCustomCreatureBreedNames=true
#allowGhostBreeding: Allows breeding of ghost creatures (such as Chargers).
allowGhostBreeding=true
#allowGhostCorpses: Allows ghost creatures (Chargers and Spirit Trolls) to drop corpses.
allowGhostCorpses=true
#useCustomCreatureSizes: Adjusts the size of creatures when they're alive.
# This makes wyverns smaller than drakes, forest spiders smaller than large spiders, etc.
useCustomCreatureSizes=true
#TODO: Allow custom settings for unit sizes.
#useCustomCreatureSFX: Uses special effects to augment some of the custom creatures (such as fire crabs).
useCustomCreatureSFX=true
#preventLegendaryHitching: When a player dominates a legendary creature such as a dragon, it can sometimes be hitched.
# When hitched, it uses the body strength of the creature to determine speed of the vehicle.
# This usually results in vehicles that go ~30-40kmh. This option prevents this instance from occurring.
preventLegendaryHitching=true
#modifyNewCreatures: Modifies custom creatures in a variety of ways to make sure they function properly.
# Also handles announcement of some custom creatures such as titans.
modifyNewCreatures=true
#logCreatureSpawns: Logs all spawns of creatures to the server log. This is purely informative and has no gameplay effect.
logCreatureSpawns=true
#allowEpicCreatureNaturalSpawns: Allows Sol Demons, Lava Fiends, and Worgs to spawn naturally in the world.
# Sol Demons and Lava Fiends spawn on sand. Worgs spawn on grass and steppe.
allowEpicCreatureNaturalSpawns=true
#TODO: Enable customization of the spawn rates for creatures individually.
# > CUSTOM CREATURES < #
# Custom Creatures are new creatures independent from vanilla ones that are designed to add additional content for players.
enableCustomCreatures=true
#TODO: This module needs to be restructured to allow configuration of each creature independently.
#enableWyverns: Enables the Black, Blue, Green, Red, and White Wyvern creatures.
# These are difficult creatures that spawn naturally on unique tilesets.
# All are able to be mounted and hitched.
# They are unable to spawn on PvP servers.
enableWyverns=true
#enableFlavorMobs: Enables the Avenger, Fire Crab, Forest Spider, Giant, Charger, Horned Pony, Large Boar, and Spirit Troll creatures.
# These creatures all spawn naturally.
# Giants and Avengers are unable to spawn on PvP servers.
enableFlavorMobs=true
#enableEventMobs: Enables the Ice Cat, Fire Giant, Terror, and Guardian of Magranon event creatures.
# These creatures do not spawn naturally.
enableEventMobs=true
#enableRareSpawns: Enables the Reaper and Spectral Drake creatures.
# These creatures only spawn naturally if using the Rare Spawns module.
enableRareSpawns=true
#enableCustomLegendaries: Enables the Facebreyker legendary creature.
# Only spawns naturally if using the Misc Changes addition to add to the spawn list.
enableCustomLegendaries=true
#enableTitans: Enables the Ifrit and Lilith titan creatures. Also includes their additional creatures.
# Only spawns naturally if configured to do so through the Titan module.
enableTitans=true
# > END CUSTOM CREATURES < #
## >> END BESTIARY MODULE << ##
## >> BOUNTY MODULE << ##
## The Bounty Module handles effects and rewards that occur when a player slays a creature.
enableBountyModule=true
#TODO: This module needs to be restructured to give more options for what type of drops and rewards occur.
#usePlayerBounty: Allows players to be rewarded directly when they slay a creature.
usePlayerBounty=true
#TODO: Give further options for player bounty.
#useLootTable: Allows creatures to drop rewards on their corpses.
useLootTable=true
#TODO: Give further options for loot tables.
## >> END BOUNTY MODULE << ##
## >> ITEM MODULE << ##
## The Item Module handles the implementation of new items and their effects.
## It also grants options that change default items in a variety of ways.
enableItemModule=true
#TODO: This module needs to be restructured to give more options regarding each individual item instead of using true/false.
#combineLeather: Allows leather to be combined.
# Will prevent improvement with leather lower than item QL unless the Misc Changes configuration is enabled.
combineLeather=true
#combineLogs: Allows logs to be combined.
combineLogs=true
#reduceLogVolume: Reduces the volume of logs by 50%, making twice as many fit in bulk containers.
# This also makes them easier to fit into containers that otherwise would not hold them.
reduceLogVolume=true
#reduceKindlingVolume: Reduces the volume of kindling by 75%, preventing them from being technically larger than logs.
# In vanilla gameplay, turning logs into kindling would actually yield a higher volume of material... which doesn't make sense.
reduceKindlingVolume=true
#droppableSleepPowder: Allows sleep powder to be dropped.
# This will cause players to drop sleep powder if they die, but also makes them able to be mailed.
droppableSleepPowder=true
#setSilverMirrorPrice: Sets silver mirrors to cost 20 silver instead of 1 iron. This should allow them to be sold on traders.
setSilverMirrorPrice=true
#setGoldMirrorPrice: Sets gold mirrors to cost 1 gold instead of 1 iron. This should allow them to be sold on traders.
setGoldMirrorPrice=true
#setCreatureCratePrice: Sets creature cages to cost 10 silver. This allows them to be sold on traders.
setCreatureCratePrice=true
#setResurrectionStonePrice: Sets resurrection stones to cost 2 silver instead of 5 silver.
setResurrectionStonePrice=true
#loadableMailbox: Allows mailboxes (spirit cottage, spirit castle, etc) to be loaded into vehicles.
# Does not work on PvP servers even if enabled.
loadableMailbox=true
#loadableBellTower: Allows bell towers to be loaded into vehicles.
loadableBellTower=true
#loadableTrashBin: Allows trash bins to be loaded into vehicles.
loadableTrashBin=true
#loadableAltars: Allows altars (wood, stone, silver, gold) to be loaded into vehicles.
# Does not affect the huge altars (White Light and Black Light).
loadableAltars=true
#oneHandedLongSpear: Makes long spears one-handed, allowing them to be equipped in dual wield or with a shield.
oneHandedLongSpear=true
#reduceDirtDifficulty: Reduces the difficulty of crafting dirt from 99 to 50.
# Dirt by default has no crafting recipe so this does nothing on it's own.
reduceDirtDifficulty=true
#reduceSandDifficulty: Reduces the difficulty of crafting sand from 99 to 50.
# Sand by default has no crafting recipe so this does nothing on it's own.
reduceSandDifficulty=true
#reduceSandstoneDifficulty: Reduces the difficulty of crafting sandstone from 99 to 50.
# Sandstone by default has no crafting recipe so this does nothing on it's own.
reduceSandstoneDifficulty=true
#decorationStoneKeystone: Makes stone keystones into a decoration item.
# This prevents them from going into piles of items when dropped, allowing them to be used for decorative purposes.
decorationStoneKeystone=true
#decorationMarbleKeystone: Makes marble keystons into a decoration item.
# This prevents them from going into piles of items when dropped, allowing them to be used for decorative purposes.
decorationMarbleKeystone=true
#useCustomCacheFragments: Modifies the fragment count for archaeology with the custom caches from WyvernMods.
useCustomCacheFragments=true
#adjustStatueFragmentCount: Adjusts the fragment count for some statues in Archaeology.
# Worg and Eagle: 40 fragments.
# Hell Horse and Drake: 45 fragments.
# Fo, Magranon, Libila, and Vynora: 50 fragments.
adjustStatueFragmentCount=true
#removeLockpickSkillRequirement: Removes the 20 locksmithing requirement to begin crafting lockpicks.
# If the quality of materials is too low, players might still not be able to craft them with less than 20 skill.
removeLockpickSkillRequirement=true
#createCustomItemTemplates: Creates the item templates for the custom items from WyvernMods.
# This only initializes the item so it can be used on the server. Enabling this option does not make any items craftable.
# The ability to craft items is set in other configurations below this one.
# It is highly recommended to enable this and keep it enabled if you plan on using any of the custom items.
# If you want to remove an item, disabling this is not advised. Instead, remove the ability to craft that item in other configurations.
createCustomItemTemplates=true
# > CUSTOM ITEM CREATION < #
# Custom Item Creation identifies which of the custom items you want to have be player-made.
# Each option will list the creation recipe and requirements.
enableCustomItemCreation=true
#TODO: Recode to allow custom recipes for both modded items and non-modded items.
#craftHuntingArrowPacks: Creation Entry for Hunting Arrow Packs.
# Start with quiver + hunting arrow. Finish with 39 additional hunting arrows.
# Uses Fletching and requires 50 skill to begin.
craftHuntingArrowPacks=true
#craftWarArrowPacks: Creation Entry for War Arrow Packs.
# Start with quiver + war arrow. Finish with 39 additional war arrows.
# Uses Fletching and requires 50 skill to begin.
craftWarArrowPacks=true
#craftBattleYoyo: Creation Entry for Battle Yoyo.
# Crafted with a string of cloth and shaft.
# Uses Toymaking.
craftBattleYoyo=true
#craftClub: Creation Entry for Club.
# Crafted using a carving knife on a log.
# Uses Carpentry.
craftClub=true
#craftDepthDrill: Creation Entry for Depth Drill.
# Start with ribbon and shaft. Finish with a two wooden handles and a small nails.
# Uses Fine Carpentry.
craftDepthDrill=true
#craftEternalReservoir: Creation Entry for Eternal Reservoir. Used in Soulstealing.
# Start with a star diamond + dirt. Finish with 99 additional dirt, 200 pottery bricks, 30 chaos crystals, and 20 hearts.
# Uses Pottery.
craftEternalReservoir=true
#craftEviscerator: Creation Entry for Eviscerator. NOTE: This is meant to be a GM-only weapon.
# Crafted using a Wilhelm's Wrath on another Wilhelm's Wrath. This is not intended to be done.
# Uses Weapon Smithing.
# This creation entry is only made to enable the material functionality on the weapon. It is not meant to be used.
# The Eviscerator is a weapon designed to help with testing against tough targets (like titans) because it does insane damage.
craftEviscerator=true
#craftKnuckles: Creation Entry for Knuckles.
# Crafted using a lump of metal on a small anvil.
# Uses Weapon Heads Smithing.
craftKnuckles=true
#craftMassStorageUnit: Creation Entry for Mass Storage Unit.
# Start with wood beam + wood beam. Finish with 500 planks, 200 shafts, 50 ribbons, and 100 large nails.
# Uses Fine Carpentry and requires 70 skill to begin.
craftMassStorageUnit=true
#craftStatuetteDeities: Creation Entries for statuette of (Demigod).
# Created the same way normal statuettes are.
# The current statuettes are Thelastdab and Reevi. These are hardcoded.
craftStatuetteDeities=true
#TODO: Allow creation of new deity statuettes through configuration.
#craftWarhammer: Creation Entry for Warhammer and Warhammer Head.
# Warhammer Head is crafted using a lump of metal on a large anvil.
# Warhammer is crafted using a Warhammer Head on a shaft.
# Both use Weapon Heads Smithing.
craftWarhammer=true
# > END CUSTOM ITEM CREATION < #
## >> END ITEM MODULE << ##
## >> SOULSTEALING MODULE << ##
## The Soulstealing Module is the implementation of a new skill, Soulstealing. This replaces the standard Stealing skill.
## When a creature dies, players can use a Sacrificial Knife to collect the creature's soul instead of butchering it.
## Stealing the soul will generate a small item, a soul, which can then be used for various purposes.
## When the soul is stolen, the corpse of the creature will be removed. This makes Soulstealing a handy skill for light hunting.
## Souls can be used in the Eternal Reservoir to charge it, which will automatically feed carnivore creatures nearby and keep forges and ovens lit.
enableSoulstealingModule=true
#TODO: This section needs more configurations for the eternal reservoir effects and how soulstealing functions.
#pollEternalReservoirTime: Amount of time, in milliseconds, to poll Eternal Reservoirs for their effects.
# This will reduce their fuel and provide the effects of feeding nearby carnivores and lighting nearby forges and ovens.
# Default is 600000, or 10 minutes.
pollEternalReservoirTime=600000
## >> END SOULSTEALING MODULE << ##
## >> ACTION MODULE << ##
## The Action Module handles new actions which are unrelated to other functions. Some serve as QoL and others as new features.
enableActionModule=true
#actionUnequipAll: Provides an "Unequip All" action when players right-click an item they are wearing.
# This is slightly different than the body action for Unequip All that was added to the base game. It does not conflict with it.
actionUnequipAll=true
#actionReceiveAllMail: Provides a "Receive All Mail" action when players right-click a mailbox.
# This will not accept CoD items, and only accepts mail with no cost.
# It will accept up to 100 items at a time and place them in the mailbox upon action completion.
actionReceiveAllMail=true
#actionSplitSorcery: Provides a "Split Sorcery" action when players right-click any sorcery/tome.
# This allows them to split it into several tomes each with one charge.
# Amount of items granted is equivalent to the amount of charges in the original sorcery/tome.
actionSplitSorcery=true
#actionLeaderboard: Provides a "Leaderboard" action when players right-click their body. Also works when right-clicking skills.
# This opens up a full leaderboard dialogue where players can see the skill levels, achievements, and similar of other players.
# The system is opt-in, with each player opted out by default.
actionLeaderboard=true
#TODO: Allow customization of the leaderboard dialogue colors and similar.
#actionSorceryFragmentCombine: Allows sorcery fragments to be combined at a huge altar (White Light or Black Light).
actionSorceryFragmentCombine=true
#actionArenaTeleports: Provides the "Arena Teleport" and "Arena Escape" actions.
# These are hardcoded heavily for Revenant and likely will not work well on any other server.
actionArenaTeleports=true
#TODO: Expand on these actions to enable better teleportation options.
#actionAddMissionDev: Adds action "Add Mission" to the body of GM power 5 accounts.
# This adds a random mission using the custom Mission Creator.
actionAddMissionDev=true
#TODO: Allow configuration of power requirement.
#actionRemoveMissionDev: Adds action "Remove Mission" to the body of GM power 5 accounts.
# This removes a random active mission.
actionRemoveMissionDev=true
#TODO: Allow configuration of power requirement.
#actionCreatureReportDev: Adds action "Creature Report" to the body of GM power 5 accounts.
# This provides a list of current creatures on the server.
# Thanks to Bdew for providing the code to make this action work.
actionCreatureReportDev=true
#TODO: Allow configuration of power requirement.
#actionSmoothTerrainDev: Adds action "Smooth Terrain" when targeting a tile corner for GM power 5 accounts.
# This will enact "erosion" on the area and smooth the terrain by 1 step.
# Binding the action to a key and pressing it multiple times will demonstrate the effects of the Erosion system.
actionSmoothTerrainDev=true
#TODO: Allow configuration of the power requirement.
## >> END ACTION MODULE << ##
## >> EROSION MODULE << ##
## The Erosion Module handles a new system that helps smooth the terrain on otherwise bumpy maps.
## In some cases, the heightmap generation when making a new map is flawed and will create a very bumpy terrain.
## The erosion system is a slow but effective method by which to smooth the bumps in the terrain and make it more natural.
## This operation occurs on an interval, but is fairly expensive when it executes.
## If you notice laggspikes while this system is enabled, it is recommended that you either disable it or increase the interval.
enableErosionModule=true
#pollTerrainSmoothTime: Amount of time, in milliseconds, between each terrain smoothing attempt.
# This operation selects a random spot on the map and smooths a 10x10 area.
# Default is 5000, or 5 seconds.
pollTerrainSmoothTime=5000
## >> END EROSION 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.