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  1. classname=mod.sin.armoury.ArmouryMod
  2. classpath=Armoury.jar
  3. depend.import=SinduskLibrary
  4. depend.suggests=ServerTweaks
  5. sharedClassLoader=true
  6.  
  7. # -- Mod configuration section -- #
  8. #enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
  9. # Note: this will allow creatures to crit creatures as well, so tamed/charmed/dominated creatures can also be critically hit by aggressive mobs.
  10. enableNonPlayerCrits=true
  11. #fixArmourLimitBuffBug: Go into a server without this enabled. Equip a full set of plate. Take it off. Look at your buff bar. This fixes that. It's added as an option in case a WU update breaks the hook.
  12. fixArmourLimitBuffBug=true
  13. #fixArmourLimitSpellEffect: Similar to the above, the Spell Effect in the Spell Effects window of the game doesn't show armour limits properly. This helps correct that mistake. Option in case WU update breaks the hook.
  14. fixArmourLimitSpellEffect=true
  15.  
  16. # -- Armour configuration section -- #
  17. #enableArmourReductionModifications: Enable to enable the whole armour configuration section and material configuration section.
  18. # Disabling this will eliminate almost everything that Armoury does to armour.
  19. enableArmourModifications=true
  20.  
  21. #Armour types:
  22. # Leather = 1 ; Studded = 2 ; Chain = 3 ; Plate = 4 ; *Ring = 5
  23. # Cloth = 6 ; *Scale = 7 ; *Splint = 8 ; Drake = 9 ; Dragonscale = 10
  24. # Note: Types marked with * do not have an in-game armour associated with them.
  25. # These values can be useful for the creation of custom armours, though.
  26.  
  27. # > Armour Reduction < #
  28. #This section allows you to configure the armour damage reduction values for each armour type. The values displayed here are the damage reduction multiplier at 100QL, scaling down using the Wurm formula.
  29. # For example: plate is by default 0.7, giving 70% damage reduction to incoming attacks for a 100QL steel plate set.
  30. # I have my own personal tastes when it comes to the armour reduction, so I will leave the default configuration commented out if you wish to use it, then include my personal setup.
  31.  
  32. # Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
  33. unarmouredReduction=0.05
  34.  
  35. #armourDamageReduction: Adjust the base DR of certain armour types
  36. # Syntax: armourDamageReduction-##:material,reduction
  37. # Example: armourDamageReduction-1:6,0.40
  38. # The example sets cloth (6) armour to have 40% damage reduction at 100QL.
  39. # Quality scales the damage reduction
  40. #> Default Configuration:
  41. # Leather
  42. #armourDamageReduction-1:1,0.50
  43. # Studded
  44. #armourDamageReduction-2:2,0.55
  45. # Chain
  46. #armourDamageReduction-3:3,0.60
  47. # Plate
  48. #armourDamageReduction-4:4,0.70
  49. # *Ring
  50. #armourDamageReduction-5:5,0.55
  51. # Cloth
  52. #armourDamageReduction-6:6,0.40
  53. # *Scale
  54. #armourDamageReduction-7:7,0.50
  55. # *Splint
  56. #armourDamageReduction-8:8,0.60
  57. # Drake
  58. #armourDamageReduction-9:9,0.70
  59. # Dragonscale
  60. #armourDamageReduction-10:10,0.75
  61. #Custom configuration [EPIC]:
  62. armourDamageReduction-6:cloth,0.50
  63. armourDamageReduction-1:leather,0.60
  64. armourDamageReduction-2:studded,0.625
  65. armourDamageReduction-3:chain,0.625
  66. armourDamageReduction-4:plate,0.65
  67. armourDamageReduction-9:drake,0.65
  68. armourDamageReduction-10:dragonscale,0.70
  69. # Unused types:
  70. armourDamageReduction-5:5,0.55
  71. armourDamageReduction-7:7,0.50
  72. armourDamageReduction-8:8,0.60
  73. # - OLD - Custom configuration [EPIC] (Worn armour):
  74. #clothReduction=0.5
  75. #leatherReduction=0.6
  76. #studdedReduction=0.625
  77. #chainReduction=0.625
  78. #plateReduction=0.70
  79. #drakeReduction=0.70
  80. #dragonscaleReduction=0.75
  81. #These are either unused or applied to creatures, not worn by players. I do not recommend changing them unless you know what you're doing
  82. #scaleReduction=0.5
  83. #ringReduction=0.55
  84. #splintReduction=0.6
  85.  
  86. # > Armour Effectiveness < #
  87. #armourEffectiveness: Adjust the effectiveness of an armour type against a wound type.
  88. # Wound Types:
  89. # Crush = 0 ; Slash = 1 ; Pierce = 2 ; Bite = 3 ; Burn = 4 ; Poison = 5
  90. # Infection = 6 ; Water = 7 ; Cold = 8 ; Internal = 9 ; Acid = 10
  91. # Syntax: armourEffectiveness-##:armourtype;woundtype,effectiveness
  92. # Example: armourEffectiveness-1:9;8,1.05
  93. # The example sets drake (9) armour to have 105% effectiveness (+5% more DR) against cold (8)
  94. # Alternative to wound types, you can also use the keys "physical" "elemental" and "other"
  95. # Physical: Crush (0), Slash (1), Pierce (2), Bite (3)
  96. # Elemental: Burn (4), Cold (8), Acid (10)
  97. # Other: Poison (5), Infection (6), Water (7), Internal (9)
  98. armourEffectiveness-1:cloth;bite,0.90
  99. armourEffectiveness-2:dragonscale;burn,1.10
  100.  
  101. #> Armour Glance Rates < #
  102. #armourGlanceRate: Adjust the glance rate of an armour type against a wound type.
  103. armourGlanceRate-1:dragonscale;crush,0.20
  104. armourGlanceRate-2:drake;slash,0.30
  105.  
  106. # > Custom Item ID Overrides < #
  107. #These are used to override the damage reduction calculation per item ID.
  108. # If you want to add challenge helms, masks, and similar here, you are welcome to do so and have their DR work.
  109.  
  110. # - My custom server settings - #
  111. #Spectral Armour
  112. armourReductionOverride-100:22702,0.70
  113. armourReductionOverride-101:22701,0.70
  114. armourReductionOverride-102:22700,0.70
  115. armourReductionOverride-103:22699,0.70
  116. armourReductionOverride-104:22710,0.70
  117. armourReductionOverride-105:22698,0.70
  118. #Glimmerscale Armour
  119. armourReductionOverride-106:22689,0.64
  120. armourReductionOverride-107:22688,0.64
  121. armourReductionOverride-108:22687,0.64
  122. armourReductionOverride-109:22686,0.64
  123. armourReductionOverride-110:22685,0.64
  124. armourReductionOverride-111:22690,0.64
  125.  
  126.  
  127. # > Material Modifiers < #
  128. #These are material modifier definitions. Items made from these materials will have the benefits listed.
  129. # List of metallic material ids:
  130. # Gold - 7 ; Silver - 8 ; Steel - 9 ; Copper - 10 ; Iron - 11 ; Lead - 12 ; Zinc - 13
  131. # Brass - 30 ; Bronze - 31 ; Tin - 34 ; Adamantine - 56 ; Glimmersteel - 57 ; Seryll - 67
  132. # Full list of materials for other types can be found under the "Materials" tab on this spreadsheet:
  133. # https://docs.google.com/spreadsheets/d/15LXwuTEXdoBbd5agghwDslb-a5xOpA2u1lYshYMxW8A/edit#gid=311529250
  134.  
  135. #> Damage Reduction
  136. # **ADDITIVE** damage reduction if the armour is created from this material. This is very specifically what it says after the item.
  137. # Example: "chain jacket, iron" would use the iron modifier (11). Even if the armour type is different, the material is still used.
  138. # Example 2: "dragonscale jacket, glimmersteel" would use the dragonscale base armour value and add the glimmersteel property below.
  139. #materialDamageReduction: Additional percentage of damage reduction from material.
  140. # For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives.
  141. # Adamantine plate would give 75% damage reduction at 100QL with this setting.
  142. # Note that if no value is set, the default wurm values will be used.
  143. # If you want to remove the DR penalty for lead armour, you'll have to use materialDamageReduction-##:12,0.00
  144. # Ensure that each property has it's own unique identifier number and none of them clash.
  145.  
  146. # Default non-epic values for moon metals:
  147. #materialDamageReduction-1:56,0.05
  148. #materialDamageReduction-2:57,0.10
  149. #materialDamageReduction-3:67,0.10
  150.  
  151. # Default epic values for moon metals:
  152. #materialDamageReduction-1:adamantine,0.05
  153. #materialDamageReduction-2:glimmersteel,0.05
  154. #materialDamageReduction-3:seryll,0.05
  155.  
  156. # - My custom server settings - #
  157. materialDamageReduction-1:adamantine,0.04
  158. materialDamageReduction-2:glimmersteel,0.05
  159. materialDamageReduction-3:seryll,0.06
  160.  
  161. #materialMovementModifier: Adjust the movement speed penalty of any armour created from this material.
  162. # This is a multiplier on the base movement speed penalty.
  163. materialMovementModifier-1:adamantine,0.96
  164.  
  165. #materialEffectiveness: Adjust the material DR effectiveness against certain wound types.
  166. # This is a multiplier on the base DR.
  167. # Wound Types:
  168. # Crush = 0 ; Slash = 1 ; Pierce = 2 ; Bite = 3 ; Burn = 4 ; Poison = 5
  169. # Infection = 6 ; Water = 7 ; Cold = 8 ; Internal = 9 ; Acid = 10
  170. # Syntax: materialEffectiveness-##:material;woundtype,effectiveness
  171. # Example: materialEffectiveness-1:56;3,1.05
  172. # The example sets adamantine (56) armour to have 105% effectiveness (+5% more DR) against bites (3)
  173. # Note this is a modifier on the base DR values.
  174. # Alternative to wound types, you can also use the keys "physical" "elemental" and "other"
  175. # Physical: Crush (0), Slash (1), Pierce (2), Bite (3)
  176. # Elemental: Burn (4), Cold (8), Acid (10)
  177. # Other: Poison (5), Infection (6), Water (7), Internal (9)
  178. materialEffectiveness-1:adamantine;crush,1.02
  179.  
  180. #materialGlanceRate: Adjust the glance rate of an armour against a certain wound type if created from a specified material.
  181. # This is a multiplier on the base glance rate.
  182. materialGlanceRate-1:adamantine;physical,1.02
  183.  
  184. # -- Weapon Material Configuration -- #
  185. #enableWeaponMaterialChanges: Enables or disables the whole weapon material configuration section.
  186. enableWeaponMaterialChanges=true
  187.  
  188. #materialWeaponDamage: Adjust the damage of a weapon based on the material it's made from.
  189. # This is a multiplier on the base weapon damage.
  190. # Lower values deal less damage, higher values deal more damage. 1.10 = 10% more damage. 0.90 = 10% less damage.
  191. materialWeaponDamage-1:steel,1.03
  192.  
  193. #materialWeaponSpeed: Adjust the swing speed of a weapon based on the material it's made from.
  194. # This is a multiplier on the base weapon speed.
  195. # Lower values swing faster, higher values swing slower. 1.10 = 10% slower. 0.90 = 10% faster.
  196. materialWeaponSpeed-1:bronze,0.98
  197.  
  198. #materialWeaponParry: Adjust the parry bonus of a weapon based on the material it's made from.
  199. # This is a multiplier for how often the weapon can parry.
  200. # Lower values parry more frequently, higher values parry less frequently. 1.10 = 10% less frequent parries. 0.90 = 10% more frequent parries.
  201. materialWeaponParry-1:glimmersteel,0.95
  202.  
  203. #materialWeaponArmourDamage: Adjust how much damage is dealt to the defender's armour based on the material the weapon is made from.
  204. # This is a multiplier on how much damage the armour takes.
  205. # Lower values cause less damage, higher values cause more damage. 1.10 = 10% more damage to the armour. 0.90 = 10% less damage to the armour.
  206. materialWeaponArmourDamage-1:adamantine,1.05
  207.  
  208. # -- Item Material Configuration -- #
  209. #enableItemMaterialChanges: Enables or disables the whole item material configuration section.
  210. enableItemMaterialChanges=true
  211.  
  212. #materialDamageModifier: Adjust how much damage the item takes when receiving non-decay damage (when used).
  213. # This is a multiplier on how much damage the item takes.
  214. # Lower values reduce damage taken, higher values increase damage taken. 1.10 = 10% more damage taken. 0.90 = 10% less damage taken.
  215. materialDamageModifier-1:iron,0.95
  216.  
  217. #materialDamageModifier: Adjust how much decay damage the item takes.
  218. # This is a multiplier on how much damage the item takes.
  219. # Lower values reduce damage taken, higher values increase damage taken. 1.10 = 10% more decay damage taken. 0.90 = 10% less decay damage taken.
  220. materialDecayModifier-1:iron,0.95
  221.  
  222. #materialDifficultyModifier: Apply a modifier to difficulty of skill checks when using items made of this material.
  223. # This is a multiplier for the difficulty of the check.
  224. # Lower values will reduce difficulty, higher values will increase difficulty. 1.10 = 10% more difficult, 0.90 = 10% less difficult.
  225. # When the difficulty is lower, the result of the check will be higher. When the difficulty is higher, the result of the check will be lower.
  226. materialDifficultyModifier-1:adamantine,0.98
  227.  
  228. #materialSpellEffectModifier: Apply a modifier to spell effect power on items made of this material.
  229. # This is a multiplier for the power of the spell effect.
  230. # Lower values reduce the power, higher values increase the power. 1.10 = 10% higher power. 0.90 = 10% less power.
  231. materialSpellEffectModifier-1:copper,1.10
  232.  
  233. #materialSpecificSpellEffectModifier: Apply a modifier to a specific spell effect power on items made of this material.
  234. # This works identically to the above, but only applies to spell effects targeted in the configuration here.
  235. # Syntax:
  236. # materialSpecificSpellEffectModifier-##:material;spelleffect,spelleffect,spelleffect...,multiplier
  237. # Shorthands:
  238. # damage - Bloodthirst, Flaming Aura, Frostbrand, Rotting Touch, Venom
  239. materialSpecificSpellEffectModifier-1:tin;113,1.20
  240. materialSpecificSpellEffectModifier-2:adamantine;damage,32,1.10
  241.  
  242. #materialActionSpeedModifier: Apply a modifier to action speeds with items made of this material.
  243. # This is a multiplier on the action timer.
  244. # Lower values will reduce the timer, higher values will increase the timer. 1.10 = 10% longer timer, 0.90 = 10% faster timer.
  245. materialActionSpeedModifier-1:glimmersteel,0.97
  246.  
  247. #materialCreationBonus: Apply a bonus to creation with this material as a product.
  248. # This is a maximum QL increase equivalent to the value multiplied by difference from 100.
  249. # maximum ql = ((100 - currentQL) * modifier) + currentQL
  250. # For example, a value of 0.5 would make a 50QL material able to be created up to 75QL (100-50)*0.5 = 25. 25 + 50 = 75.
  251. materialCreationBonus-1:steel,0.03
  252.  
  253. #materialImproveBonus: Apply a bonus to improvement on items made of this material.
  254. # This is a multiplier to the improve amount.
  255. # Lower values make improvement harder, higher values make improvement easier. 1.10 = 10% easier to improve. 0.90 = 10% harder to improve.
  256. materialImproveBonus-1:iron,1.01
  257.  
  258. #materialShatterResistance: Apply a chance to resist shattering from spellcasting for items made of this material.
  259. # This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to resist, 1 being 100% chance to resist.
  260. materialShatterResistance-1:brass,0.10
  261.  
  262. #materialLockpickBonus: Apply a bonus to lockpicking when using lockpicks made of this material.
  263. # This is a bonus factor with a base of zero, with positive values increasing effect and negative values decreasing effect.
  264. materialLockpickBonus-1:brass,0.025
  265.  
  266. #materialAnchorBonus: Apply a chance to avoid a boat drifting when anchored with an anchor made of this material.
  267. # This is a chance, scaling from 0.00 to 1.00. 0 being 0% chance to avoid drifting, 1 being 100% chance to avoid drifting.
  268. materialAnchorBonus-1:bronze,0.95
  269.  
  270. #materialPendulumEffect: Apply a bonus to area for pendulums when using a pendulum made of this material.
  271. # This is a multiplier for radius of the pendulum.
  272. # Lower values reduce the radius, higher values increase the radius. 1.10 = 10% larger radius. 0.90 = 10% smaller radius.
  273. materialPendulumEffect-1:brass,1.05
  274.  
  275. #materialRepairSpeed: Apply a speed modifier when repairing items made of this material.
  276. # This is a multiplier for the time to repair.
  277. # Lower values make repairing faster, higher values make repairing slower. 1.10 = 10% slower repair. 0.90 = 10% faster repair.
  278. # NOTE: There is currently a bug where items with less than 1.00 modifier take no damage from repair.
  279. # One of the best uses of this field is to correct this bug by setting all of the faster repair timers to 1.0 to fix this bug.
  280. materialRepairSpeed-1:adamantine,1.00
  281. materialRepairSpeed-2:bronze,1.00
  282. materialRepairSpeed-3:glimmersteel,1.00
  283. materialRepairSpeed-4:seryll,1.00
  284. materialRepairSpeed-5:steel,1.00
  285.  
  286. #materialBashModifier: Apply a modifier to the structure bashing damage dealt with items of this material.
  287. # This is a multiplier for damage on the bash.
  288. # Lower values reduce bash damage, higher values increase bash damage. 1.10 = 10% more bash damage. 0.90 = 10% less bash damage.
  289. materialBashModifier-1:copper,0.92
  290.  
  291. # > Limit Factor < #
  292. #enableCustomArmourLimitFactors: This will enable or disable the usage of the section below entirely.
  293. enableCustomArmourLimitFactors=true
  294. #These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour.
  295. # ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3.
  296. # I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below.
  297. #Vanilla Setup:
  298. #clothArmourLimitFactor=0.3
  299. #leatherArmourLimitFactor=0.3
  300. #studdedArmourLimitFactor=0
  301. #chainArmourLimitFactor=-0.15
  302. #plateArmourLimitFactor=-0.3
  303. #drakeArmourLimitFactor=-0.3
  304. #dragonscaleArmourLimitFactor=-0.3
  305. #Custom setup:
  306. clothArmourLimitFactor=0.3
  307. leatherArmourLimitFactor=0.3
  308. studdedArmourLimitFactor=0.15
  309. chainArmourLimitFactor=0.0
  310. plateArmourLimitFactor=-0.15
  311. drakeArmourLimitFactor=0.15
  312. dragonscaleArmourLimitFactor=0
  313. # > Movement Modifications < #
  314. #enableArmourMovementModifications: This will enable or disable the usage of the section below entirely.
  315. enableArmourMovementModifications=true
  316. #This section will allow you to edit the percent reduction on all the default armor pieces.
  317. #Simply add a property "armourMovement" then a dash and number. No two properties can be the same, so ensure they are all unique.
  318. #> Setting plate body armour to 0.08 movement instead of 0.09
  319. armourMovement-1:breast plate,0.06
  320. #> Setting plate leggings to 0.08 movement instead of 0.09
  321. armourMovement-2:plate leggings,0.06
  322.  
  323. # - My custom server settings - #
  324. armourMovement-100:great helm,0.02
  325. armourMovement-101:basinet helm,0.02
  326. armourMovement-102:open helm,0.02
  327. armourMovement-103:chain jacket,0.05
  328. armourMovement-104:chain pants,0.05
  329. armourMovement-105:studded leather jacket,0.04
  330. armourMovement-106:studded leather pants,0.04
  331. armourMovement-107:leather jacket,0.03
  332. armourMovement-108:leather pants,0.03
  333.  
  334. #Full list of vanilla Wurm armour piece names:
  335. # cloth hood ; cloth sleeve ; cloth jacket ; cloth shirt ; cloth glove ; cloth pants ; cloth shoe
  336. # leather adventurer hat ; leather cap ; leather sleeve ; leather jacket ; leather glove ; leather pants ; leather boot
  337. # studded leather cap ; studded leather sleeve ; studded leather jacket ; studded leather glove ; studded leather pants ; studded leather boot
  338. # chain coif ; chain sleeve ; chain jacket ; chain gauntlet ; chain pants ; chain boot
  339. # great helm ; basinet helm ; open helm ; plate vambrace ; breast plate ; plate gauntlet ; plate leggings ; plate sabaton
  340. # drake hide cap ; drake hide sleeve ; drake hide jacket ; drake hide glove ; drake hide pants ; drake hide boot
  341. # dragon scale sleeve ; dragon scale jacket ; dragon scale glove ; dragon scale pants ; dragon scale boot
  342.  
  343. # -- Shield Configuration Section -- #
  344. #enableShieldDamageEnchants: This will allow AOSP to work as a reflector for any damage enchant that is applied to the shield, applying a wound to the attacker on block.
  345. # AOSP acts as the "chance" for the reflect, and the damage applied to it acts as the "type"
  346. # For example, Flaming Aura on a shield would deal a fire wound to an attacker on block when it has AOSP.
  347. enableShieldDamageEnchants=true
  348. #enableShieldSpeedEnchants: This allows WoA and BotD to interact with shields, reducing the "shield block" counter for a round of combat by 1 when the check succeeds.
  349. # This means higher casts of WoA will allow you to block more attacks per round in combat.
  350. enableShieldSpeedEnchants=true
  351.  
  352. # -- Weapon Configuration Section -- #
  353. #minimumSwingTime: This will change the minimum swing timer for weaponry. By default, this is 3 seconds. That means no weapon can swing faster than once every 3 seconds.
  354. # Now you have the power to change that. This can be set to any value you want (in seconds). When I set it to 0 and made a superfast weapon, the results were terrifying.
  355. minimumSwingTime=2.0
  356. #raresReduceSwingTime: If enabled, this will make rare, supreme, and fantastic weapons reduce the swing timer.
  357. raresReduceSwingTime=true
  358. #rareSwingSpeedReduction: The amount of time, in seconds, per rarity level, that rares should reduce the swing timer.
  359. # Example: A value of 0.2 would make a rare reduce swing time by 0.2 seconds, supreme reduce swing time by 0.4 seconds, and fantastic reduce swing time by 0.6 seconds.
  360. rareSwingSpeedReduction=0.2
  361. #fixSavedSwingTimer: This one is hard to explain. Basically, when an action is performed (a shield bash, spell, etc.) the swing timer continues to tick.
  362. # After the action, the player will swing, removing the "first swing" amount from the timer.
  363. # That leaves the rest of the timer, allowing them to swing yet again almost immediately after, even with a slow weapon.
  364. # This option removes this interaction and enforces a "set timer to 0" after each swing, ensuring that swings with weapons must be spaced apart properly.
  365. # Some players might enjoy the "skill" in performing this type of action.
  366. fixSavedSwingTimer=true
  367. #betterDualWield: THIS IS HIGHLY EXPERIMENTAL, USE AT YOUR OWN RISK.
  368. # Dual wield by default is locked behind a multitude of checks. That includes slower swing speed, "dead time" after landing a hit, and only being used every other "combat round" (~10 seconds).
  369. # This reworks the system, and simply makes an offhand swing 1/2 as slow as the main hand, starting in the second round of combat.
  370. betterDualWield=true
  371.  
  372. #enableCustomWeaponValues: This will enable or disable the usage of the section below entirely.
  373. enableCustomWeaponValues=true
  374. #This section will allow you to edit the damage, speed, crit chance, reach, weight group, parry percent, and skill penalty of the weapons in Wurm.
  375. #Use the property "weapon" combined with the field capitalized ("Damage", "Speed", etc.), then the weapon id to change, a comma, then new value.
  376. #This must use the weapon id because there are clashes with the name, where both huge and small axe are "axe"
  377. # IMPORTANT NOTE: Ranged weapons (bows) do not work off these changes. They are a separate entity entirely. This is only for melee weapons.
  378. #Here's some of my suggested changes as examples for what you can do:
  379. #> Increase scythe damage to 10 from 9
  380. weaponDamage-1:268,10.4
  381. #> Increase halberd damage to 10.5 from 9
  382. weaponDamage-2:706,11.25
  383. #> Increase long spear damage to 9.5 from 8
  384. weaponDamage-3:705,9.5
  385. #> Increase steel spear damage to 10 from 9
  386. weaponDamage-4:707,10.75
  387. #> Increase steel staff damage to 9 from 8
  388. weaponDamage-5:710,9.5
  389. #> Increase shortsword damage to 5 from 4
  390. weaponDamage-6:80,5.5
  391.  
  392. #> Increase scythe speed to 4.5 from 5
  393. weaponSpeed-1:268,4.5
  394. #> Increase large maul speed to 5.25 from 6
  395. weaponSpeed-2:290,5.25
  396.  
  397. #Crit chance uses the decimal as a percent. 1 is a 100% crit chance. 0.05 is a 5% crit chance. The game forces a maximum of 3% crit in the combat code.
  398. #> Give legs a 0.4% chance to crit, just in case you get lucky on your cheap shot
  399. weaponCritChance-1:19,0.004
  400.  
  401. #Weapon reach determines the distance in combat for "too close" "good" and "too far" - this is an integer value so please don't use decimals.
  402. #> Change planks to 1 range. Just for science and demonstration.
  403. weaponReach-1:22,1
  404.  
  405. #I actually don't know what the weapon weight group does. I'll be commenting out my change because I don't want to break anything, but the option is there for you risk-takers!
  406. #> Change "whip of One" to weight group 2
  407. #weaponWeightGroup-1:514,2
  408.  
  409. #The parryPercent value is a factor in how well the weapon parries. Swords get an innate 4x bonus to this value in the combat code. Otherwise, it's a good indicator for how easy it is to parry.
  410. #> Change sickle parry from 20% to 40%
  411. weaponParryPercent-1:267,0.4
  412.  
  413. #Finally, the skillPenalty is a combat rating debuff applied to the player wearing this in their main hand. A skillPenalty of 2 will reduce the player's CR by 2 in combat just for wearing the weapon.
  414. #While CR is generally considered an integer by the community, it actually works as a floating point value, so decimals do in fact work with skill penalty.
  415. #> Reduce skill penalty on sickle to 1.0 from 2.0. Maybe it's good again?
  416. weaponSkillPenalty-1:267,1.0
  417. #> Reduce skill penalty on scythe to 0.5 from 2.0.
  418. weaponSkillPenalty-2:268,0.5
  419.  
  420. # - My custom server settings - #
  421. ## Weapon Damage ##
  422. #> Increase two hand sword damage to 10.5
  423. weaponDamage-100:81,11.5
  424. #> Increase butcher knife damage to 3.75
  425. weaponDamage-101:93,4.15
  426. #> Increase sacrifical knife damage to 4.75
  427. weaponDamage-102:792,5.15
  428. #> Increase longsword damage to 6.75
  429. weaponDamage-103:21,6.7
  430. #> Increase small maul damage to 5.5
  431. weaponDamage-104:291,5.8
  432. #> Increase small axe damage to 5.5
  433. weaponDamage-105:3,5.9
  434. #> Increase medium maul damage to 8.75
  435. weaponDamage-106:292,8.75
  436. #> Increase large axe damage to 8
  437. weaponDamage-107:90,8.4
  438. #> Increase carving knife damage to 5.5
  439. weaponDamage-108:8,5.75
  440. #> Increase large maul damage to 11.5
  441. weaponDamage-109:290,12.25
  442. #> Increase sickle damage to 6.1
  443. weaponDamage-110:267,6.1
  444. #> Increase huge axe damage to 13.3
  445. weaponDamage-111:87,14.2
  446.  
  447. ## Weapon Speed ##
  448. #> Increase longsword speed to 3.75
  449. weaponSpeed-100:21,3.6
  450. #> Decrease sacrifical knife speed to 2.5
  451. weaponSpeed-101:792,2.5
  452. #> Increase small axe speed to 2.65
  453. weaponSpeed-102:3,2.65
  454. #> Increase medium maul speed to 4.75
  455. weaponSpeed-103:292,4.75
  456. #> Decrease carving knife speed to 2.75
  457. weaponSpeed-104:8,2.75
  458. #> Increase steel staff speed to 3.8
  459. weaponSpeed-105:710,3.8
  460. #> Increase huge axe swing speed to 5.9
  461. weaponSpeed-106:87,5.9
  462. #> Increase halberd speed to 4.8
  463. weaponSpeed-107:706,4.8
  464. #> Increase small maul speed to 2.9
  465. weaponSpeed-108:291,2.9
  466. #> Increase long spear speed to 4.75
  467. weaponSpeed-109:705,4.75
  468.  
  469. ## Weapon Crit Chance ##
  470. #> Allow small axe to crit at 0.8%
  471. weaponCritChance-100:3,0.008
  472. #> Allow carving knife to crit at 2%
  473. weaponCritChance-101:8,0.02
  474.  
  475. ## Weapon Parry ##
  476. #> Increase small axe parry to 50%
  477. weaponParryPercent-100:3,0.5
  478. #> Remove carving knife ability to parry
  479. weaponParryPercent-101:8,0
  480.  
  481. ## Weapon Skill Penalty ##
  482. #> Remove the small axe skill penalty
  483. weaponSkillPenalty-100:3,0
  484. #> Increase carving knife skill penalty to 2
  485. weaponSkillPenalty-101:8,2
  486.  
  487. #Full list of vanilla Wurm weapon names and their stats:
  488. # "whip of One" (ID 514) stats: [6.0 damage], [2.0 speed], [0.0 critchance], [5 reach], [1 weightGroup], [0.1 parryPercent], [0.0 skillPenalty]
  489. # "small axe" (ID 3) stats: [5.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
  490. # "awl" (ID 390) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
  491. # "hatchet" (ID 7) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
  492. # "leather knife" (ID 392) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
  493. # "carving knife" (ID 8) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
  494. # "scissors" (ID 394) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
  495. # "sickle" (ID 267) stats: [6.0 damage], [3.0 speed], [0.0039999997 critchance], [2 reach], [3 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
  496. # "scythe" (ID 268) stats: [9.0 damage], [5.0 speed], [0.015999999 critchance], [5 reach], [4 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
  497. # "hand" (ID 14) stats: [1.0 damage], [1.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
  498. # "legs" (ID 19) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
  499. # "pickaxe" (ID 20) stats: [1.5 damage], [5.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
  500. # "longsword" (ID 21) stats: [5.5 damage], [4.0 speed], [0.0019999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  501. # "plank" (ID 22) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
  502. # "shaft" (ID 23) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
  503. # "sacrificial knife" (ID 792) stats: [1.5 damage], [2.0 speed], [0.006 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
  504. # "saw" (ID 24) stats: [0.5 damage], [5.0 speed], [0.0019999999 critchance], [2 reach], [3 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
  505. # "shovel" (ID 25) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
  506. # "rake" (ID 27) stats: [0.5 damage], [5.0 speed], [0.0 critchance], [5 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
  507. # "large maul" (ID 290) stats: [11.0 damage], [6.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  508. # "small maul" (ID 291) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  509. # "maul" (ID 292) stats: [8.0 damage], [5.0 speed], [0.006 critchance], [3 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  510. # "crude knife" (ID 685) stats: [1.0 damage], [4.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
  511. # "crude pickaxe" (ID 687) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
  512. # "branch" (ID 688) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
  513. # "crude shovel" (ID 690) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
  514. # "crude shaft" (ID 691) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
  515. # "belaying pin" (ID 567) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
  516. # "huge shod club" (ID 314) stats: [8.0 damage], [6.0 speed], [0.0019999999 critchance], [4 reach], [6 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
  517. # "hammer" (ID 62) stats: [0.5 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
  518. # "short bow" (ID 447) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  519. # "mallet" (ID 63) stats: [0.3 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
  520. # "bow" (ID 448) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  521. # "long bow" (ID 449) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  522. # "long spear" (ID 705) stats: [8.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  523. # "halberd" (ID 706) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [6 reach], [8 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  524. # "spear" (ID 707) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  525. # "staff" (ID 710) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  526. # "staff" (ID 711) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  527. # "short bow" (ID 459) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  528. # "bow" (ID 460) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  529. # "long bow" (ID 461) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
  530. # "short sword" (ID 80) stats: [4.0 damage], [3.0 speed], [0.02 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  531. # "Sword of Magranon" (ID 336) stats: [15.0 damage], [5.0 speed], [0.015999999 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  532. # "two handed sword" (ID 81) stats: [9.0 damage], [5.0 speed], [0.01 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  533. # "Hammer of Magranon" (ID 337) stats: [18.0 damage], [6.0 speed], [0.015999999 critchance], [4 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  534. # "Sceptre of Ascension" (ID 340) stats: [17.0 damage], [6.0 speed], [0.015999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  535. # "huge axe" (ID 87) stats: [12.0 damage], [6.0 speed], [0.01 critchance], [5 reach], [5 weightGroup], [0.2 parryPercent], [0.0 skillPenalty]
  536. # "axe" (ID 90) stats: [6.5 damage], [4.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
  537. # "staff of land" (ID 986) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  538. # "crowbar" (ID 1115) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
  539. # "butchering knife" (ID 93) stats: [1.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
  540. # "crude axe" (ID 1011) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
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