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