478 lines
16 KiB
TOML
478 lines
16 KiB
TOML
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#A ton of options which allow you to balance the mod to your desire
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[balance]
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[balance."lord actions"]
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lordSpeedEnabled = true
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#In seconds
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#Range: > 0
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lordAttackSpeedCooldown = 120
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#In seconds
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#Range: > 0
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lordSpeedDuration = 30
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lordAttackSpeedEnabled = true
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#In seconds
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#Range: > 0
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lordAttackSpeedDuration = 30
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#In seconds
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#Range: > 0
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lordSpeedCooldown = 120
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[balance.hunterPlayer]
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#0.5 for square root, 1 for linear
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#Range: 0.5 ~ 1.0
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strengthType = 0.5
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#Strength = Old * (modifier+1
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#Range: 0.0 ~ 4.0
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strengthMaxMod = 0.3
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[balance.hunterActions]
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#In ticks
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#Range: > 1
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potionResistanceCooldown = 1200
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#In ticks
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#Range: > 1
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awarenessDuration = 2147483647
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#In ticks
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#Range: > 1
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potionResistanceDuration = 400
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disguiseEnabled = true
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#If disguised the detection radius of mobs will be multiplied by this
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#Range: 0.0 ~ 1.0
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disguiseVisibilityMod = 0.2
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potionResistanceEnabled = true
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#Radius in which vampires should be detected
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#Range: 0 ~ 50
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awarenessRadius = 25
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awarenessEnabled = true
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#In ticks
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#Range: > 1
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awarenessCooldown = 1
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#Squared distance as of which a disguised hunter is invisible
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#Range: > 1
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disguiseInvisibleSQ = 256
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[balance.vampirePlayer]
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#The amount of natural armor toughness a max level vampire has
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#Range: 0 ~ 100
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naturalArmorToughnessIncrease = 8
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#Buff sunscreen potion to prevent negative effects at any level
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sunscreenBuff = false
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#Multiply fire damage with this for vampires
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#Range: 0.1 ~ 1.7976931348623157E308
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fireVulnerabilityMod = 3.0
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#Range: > 1
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sundamageWeaknessMinLevel = 2
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#Range: 0.0 ~ 10.0
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exhaustionMaxMod = 1.0
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#Whether blood is consumed in peaceful gamemode
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bloodUsagePeaceful = false
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#Range: 1 ~ 10
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sundamageWaterblocks = 4
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#Range: > 1
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sundamageNauseaMinLevel = 3
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#Weather a vampire player that receives sundamage should also receive a nausea effect
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sundamageNausea = true
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#Range: 0.3 ~ 10.0
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playerBloodSaturation = 1.5
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#Whether vampires are instantly turned into ash when being in the sun
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sundamageInstantDeath = false
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#The base value of natural armor every vampire has at level 1
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#Range: 0 ~ 100
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naturalArmorBaseValue = 10
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#Base duration of neonatal effect after resurrection. In sec.
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#Range: > 1
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neonatalDuration = 120
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#The amount of natural armor a max level vampire has in addition to the base value
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#Range: 0 ~ 100
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naturalArmorIncrease = 10
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#Defines the maximum extend the yellow border covers when the player is in the sun. 100 is default. 0 to disable completely
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#Range: 0 ~ 100
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maxYellowBorderPercentage = 100
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#Range: 0.5 ~ 40.0
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healthMaxMod = 16.0
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#Range: 0.0 ~ 2.0
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attackSpeedMaxMod = 0.15
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#Whether vampire have a reduced speed and attack boost when wearing heavy armor
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armorPenalty = true
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#Blood exhaustion is multiplied with this value
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#Range: 0.0 ~ 5.0
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bloodExhaustionFactor = 0.7
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#Range: > 1
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sundamageMinLevel = 4
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#Range: 0.0 ~ 5.0
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speedMaxMod = 0.3
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#List of damage source types that the player does not die from (immediately)
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immortalFromDamageSources = ["player", "mob", "drown", "lightningBolt", "onFire", "cramming", "fall", "flyIntoWall", "magic", "wither", "anvil", "falling_block", "dragon_breath", "sweetBerryBush", "trident", "arrow", "fireworks", "fireBall", "witherSkull", "explosion", "explosion.player", "thrown", "indirectMagic", "vampire_on_fire", "sting", "fallingStalactite", "stalagmite", "freeze"]
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#Whether to replace the vanilla fire resistance potion for vampires with a custom one that only reduces damage but does not remove it
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fireResistanceReplace = true
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#Range: 1.0 ~ 1.7976931348623157E308
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sundamage = 7.0
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#Base cooldown before a downed vampire can resurrect. In sec.
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#Range: 1 ~ 1000
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dbnoDuration = 60
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#Average duration of the Sanguinare Vampiris Effect. The final duration is random between 0.5 x avgDuration - 1.5 x avgDuration. In Seconds.
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#Range: 1 ~ 10000
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sanguinareAverageDuration = 900
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#The duration it takes for the vampire natural armor to fully regenerate after respawn. In seconds
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#Range: 1 ~ 2400
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naturalArmorRegenDuration = 240
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[balance.entityActions]
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#In seconds
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#Range: > 0
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ignoreSundamageDuration = 5
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#In seconds
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#Range: > 1
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invisibilityDuration = 4
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#In seconds
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#Range: > 1
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speedCooldown = 6
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#In seconds
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#Range: > 1
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garlicCooldown = 5
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#In percent
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#Range: 0 ~ 100
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regenerationAmount = 40
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#In percent
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#Range: 0 ~ 100
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healAmount = 30
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#In seconds
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#Range: > 0
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sunscreenDuration = 9
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#Relative health a entity must have to use actions
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#Range: 0.0 ~ 1.0
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healthThreshold = 0.3
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#In seconds
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#Range: > 0
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regenerationDuration = 5
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#In seconds
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#Range: > 0
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garlicDuration = 5
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#Range: 1 ~ 10
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batspawnAmount = 4
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#In seconds
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#Range: > 1
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sunscreenCooldown = 10
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#Range: 0.0 ~ 100.0
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darkProjectileDamage = 5.0
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#In seconds
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#Range: > 1
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invisibilityCooldown = 7
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#In seconds
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#Range: > 1
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healCooldown = 7
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#In seconds
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#Range: > 0
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regenerationCooldown = 8
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#Range: 0.0 ~ 100.0
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darkProjectileIndirectDamage = 2.0
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#In seconds
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#Range: > 0
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speedDuration = 4
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#In seconds
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#Range: > 1
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darkProjectileCooldown = 10
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#Speed = basevalue * (1+ speedAmount)
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#Range: 0.0 ~ 2.0
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speedAmount = 0.14
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#In seconds
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#Range: > 1
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batspawnCooldown = 15
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#In seconds
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#Range: > 1
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ignoreSundamageCooldown = 6
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[balance.vampireSkills]
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#Blood exhaustion is multiplied with (value+1)
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#Range: -1.0 ~ 0.0
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bloodThirstReduction1 = -0.4
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#Max speed is multiplied with (value+1)
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#Range: 0.0 ~ 3.0
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speedBoost = 0.15
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#Damage added to base damage
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#Range: 0.0 ~ 10.0
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smallAttackDamageModifier = 1.0
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#Reduced percentage of the downed timer required to resurrect
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#Range: 0.0 ~ 1.0
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dbnoReduction = 0.5
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#Sundamage is multiplied with (value+1)
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#Range: -1.0 ~ 0.0
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sundamageReduction1 = -0.5
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#Reduced percentage of the neonatal effect
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#Range: 0.0 ~ 1.0
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neonatalReduction = 0.5
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#The max relative health for sword finisher kill
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#Range: 0.0 ~ 1.0
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swordFinisherMaxHealth = 0.25
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#Similar to potion effect amplifier (and -1 is normal)
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#Range: -1 ~ 5
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jumpBoost = 1
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#Squared blood vision distance
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#Range: > 5
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bloodVisionDistanceSq = 1600
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#Basic skill - Weapon cooldown = 1/(oldvalue*(1+modifier))
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#Range: 0.0 ~ 3.0
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smallAttackSpeedModifier = 0.15
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[balance.vampire_refinements]
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#For every kill the rage duration is extended by this amount. In seconds.
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#Range: > 0
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rageFuryDurationBonus = 5
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#Range: 1.0 ~ 1.7976931348623157E308
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teleportDistanceMod = 1.5
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#Range: 1.0 ~ 2.147483647E9
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freezeDurationMod = 1.4
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#Range: 0.0 ~ 10.0
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vistaMod = 1.0
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#Threshold for attacks that are considered high damage is multiplied by this value
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#Range: 0.0 ~ 2.0
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halfInvulnerableThresholdMod = 0.7
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#Range: > 2
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bloodChargeSpeedMod = 3
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#Threshold for instant kill is modified by this amount
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#Range: 1.0 ~ 1.7976931348623157E308
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swordFinisherThresholdMod = 1.25
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#Range: 1.0 ~ 2.147483647E9
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darkBloodProjectileDamageMod = 1.5
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#Range: 1.0 ~ 2.147483647E9
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darkBloodProjectileAOECooldownMod = 2.0
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#Range: 1.0 ~ 1.7976931348623157E308
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sunscreenDurationMod = 1.5
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#Range: 1.0 ~ 2.147483647E9
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swordTrainingSpeedMod = 1.2
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#squared value
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#Range: > 0
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darkBloodProjectileAOERange = 16
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[balance.minions]
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#Time in seconds a minion needs to recover from death.
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#Range: 1 ~ 21474836
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deathRecoveryTime = 220
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#How many minions a player can have per lord level. Probably don't want to go very high
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#Range: 0 ~ 100
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minionPerLordLevel = 1
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#Cooldown in ticks,before new resources are added in collect resource task types
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#Range: > 20
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resourceCooldown = 1500
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#Cooldown multiplier for collect resource task types while player is offline
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#Range: 1.0 ~ 100000.0
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resourceCooldownOfflineMult = 20.0
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[balance.general]
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#The blood mB to charge percentage of the normal vampire sword
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#Range: 0.0 ~ 1.0
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vampireSwordChargingFactor = 5.0E-4
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#Damage a normal holy water splash bottle does when directly hitting a vampire
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#Range: > 0
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holyWaterSplashDamage = 5
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#Duration of the blindness effect caused by special holy water (ticks)
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#Range: 0 ~ 1000
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holyWaterBlindnessDuration = 160
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#Drop orchid every n times breaking a leave in the vampire forest
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#Range: > 1
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dropOrchidFromLeavesChance = 25
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#Whether zombies should ignore vampires
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zombieIgnoreVampire = true
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#If iron golems should attack faction NPCs if in a village with a different faction
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golemAttackNonVillageFaction = true
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#The base damage dealt by crossbow arrows is multiplied by this
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#Range: 0.2 ~ 5.0
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crossbowDamageMult = 1.0
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#Maximum amount of task shown at a taskmaster, except unique tasks
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#Range: > 1
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taskMasterMaxTaskAmount = 3
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#The percentage of stored blood used for every hit with a normal vampire sword
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#Range: 0.0 ~ 100.0
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vampireSwordBloodUsageFactor = 0.5
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#Whether creepers should ignore vampires
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creeperIgnoreVampire = true
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#Whether special crossbow arrows (e.g. spitfire) can be used with infinity enchantment
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allowInfiniteSpecialArrows = false
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#Delay in seconds before a newly placed garlic diffuser becomes active. *0.25 in Singleplayer
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#Range: 1 ~ 10000
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garlicDiffuserStartupTime = 100
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#Holy water damage is multiplied with this value for each tier above normal
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#Range: 1.0 ~ 10.0
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holyWaterTierDamageInc = 2.0
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#Whether skeletons should ignore vampires
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skeletonIgnoreVampire = true
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#If the sanguinare effect can be canceled by milk
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canCancelSanguinare = true
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#Players receive n skill points for each level-up. Anything except 1 is unbalanced, but to unlock all skills on maxlevel this value should be set to skill-amount/(max-level - 1)
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#Range: 1.0 ~ 20.0
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skillPointsPerLevel = 1.0
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#Players receive n skill points for each lord level-up. Anything except 1 is unbalanced, but to unlock all skills on max lord level this value should be set to skill-amount/(max-level - 1)
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#Range: 1.0 ~ 20.0
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skillPointsPerLordLevel = 1.0
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#Duration a task can be completed in a singleplayer world. In Minutes
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#Range: > 1
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taskDurationSinglePlayer = 120
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#Duration a task can be completed on a dedicated server. In Minutes
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#Range: > 1
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taskDurationDedicatedServer = 1440
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#Duration of the nausea effect caused by enhanced or special holy water (ticks)
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#Range: 0 ~ 1000
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holyWaterNauseaDuration = 200
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#The vampire killer arrow can only instant kill NPC vampires that have a max (not actual) health of this
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#Range: > 1
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arrowVampireKillerMaxHealth = 40
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#Maximum number of hunters that can spawn at one tent per day
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#Range: 0 ~ 20
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hunterTentMaxSpawn = 4
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[balance.hunterSkills]
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#Advanced skill - Weapon cooldown = 1/(oldvalue*(1+modifier)
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#Range: 0.0 ~ 3.0
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majorAttackSpeedModifier = 0.4
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#Second stake skill - Whether only NPCs can be one hit killed with this skill
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instantKill2OnlyNPC = true
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#The chunk radius a enhanced diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
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#Range: 0 ~ 5
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garlicDiffuserEnhancedDist = 1
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#Second stake skill - The max (not the actual) health of an entity that can be one hit killed from behind
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#Range: > 0
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instantKill2MaxHealth = 200
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#Increase damage - Added to base damage
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#Range: 0.0 ~ 10.0
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smallAttackDamageModifier = 1.0
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#First stake skill - If it is required to attack from behind to instant kill low level vampires
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instantKill1FromBehind = false
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#First stake skill -The maximal relative health a entity may have to be instantly killed
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#Range: 0.0 ~ 1.0
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instantKill1MaxHealth = 0.35
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#The chunk radius a normal diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
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#Range: 0 ~ 5
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garlicDiffuserNormalDist = 0
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#The chunk radius a normal diffusor affects. 0 results in a one chunk area. Changing this only affects newly placed blocks
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#Range: 0 ~ 5
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garlicDiffuserWeakDist = 2
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#Basic skill - Weapon cooldown = 1/(oldvalue*(1+modifier))
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#Range: 0.0 ~ 3.0
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smallAttackSpeedModifier = 0.2
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[balance.vampireActions]
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#In seconds
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#Range: > 1
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invisibilityDuration = 25
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#In seconds
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#Range: > 0
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rageCooldown = 20
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#In seconds
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#Range: 1 ~ 10000
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rageMinDuration = 13
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disguiseEnabled = true
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#In seconds
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#Range: > 1
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sunscreenDuration = 40
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#In seconds
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#Range: > 10
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batDuration = 2147483647
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regenerationEnabled = true
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#In seconds
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#Range: 0 ~ 10000
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batCooldown = 0
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#In seconds
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#Range: 0 ~ 1000
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sunscreenCooldown = 500
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#In seconds
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#Range: 1 ~ 10000
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disguiseCooldown = 60
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#Range: 1 ~ 10000
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halfInvulnerableDuration = 30
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#In seconds
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#Range: > 1
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invisibilityCooldown = 25
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#Range: 0 ~ 1000
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halfInvulnerableBloodCost = 4
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#In seconds
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#Range: > 0
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regenerationCooldown = 60
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invisibilityEnabled = true
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#Range: 0.001 ~ 0.2
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batFlightSpeed = 0.02500000037252903
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darkBloodProjectileEnabled = true
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#In seconds
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#Range: 0 ~ 10000
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hissingCooldown = 60
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#Range: 0.0 ~ 10000.0
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darkBloodProjectileDamage = 6.0
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#Range: 1 ~ 10000
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halfInvulnerableCooldown = 60
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#In seconds
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#Range: 1 ~ 10000
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disguiseDuration = 60
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halfInvulnerableEnabled = true
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#Whether to allow players in bat mode to interact with items/blocks and place/break blocks
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batAllowInteraction = false
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#In seconds
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#Range: > 1
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teleportCooldown = 10
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rageEnabled = true
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hissingEnabled = true
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freezeEnabled = true
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#In seconds
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#Range: 1 ~ 30
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freezeDuration = 6
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#In seconds
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#Range: > 0
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regenerationDuration = 20
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sunscreenEnabled = true
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#Range: 1 ~ 100
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summonBatsCount = 16
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teleportEnabled = true
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#Damage threshold relative to players max health. Damage above this value will be ignored
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#Range: 0.0 ~ 1.0
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halfInvulnerableThreshold = 0.4
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#Additional exhaustion added while in bat mode. E.g. Thirst I would be 0.01
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#Range: 0.0 ~ 0.05
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batExhaustion = 0.004999999888241291
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#The player health will be reduced by this factor
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#Range: 0.0 ~ 0.95
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batHealthReduction = 0.9
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summonBatsEnabled = true
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#In seconds
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#Range: > 1
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freezeCooldown = 60
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batEnabled = true
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#In seconds. Increase per vampire level
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#Range: 0 ~ 1000
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rageDurationIncrease = 5
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#Range: 1 ~ 1000
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teleportMaxDistance = 50
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#In seconds
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#Range: 1 ~ 10000
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summonBatsCooldown = 300
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#In seconds
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#Range: 1 ~ 1000
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darkBloodProjectileCooldown = 4
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[balance.village]
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#Squared distance of village capture notification
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#Range: 0 ~ 100000
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notifyDistanceSQ = 40000
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#Maximum of Villager the Totem can respawn
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#Range: > 0
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maxVillagerRespawn = 30
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#Chance (per tick) of a faction raid to occur
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#Range: 0.0 ~ 1.0
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randomRaidChance = 1.38888888889E-4
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#Time in 2*seconds in capture phase 2 after which the capture entities should find a target regardless of distance
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#Range: 1 ~ 1000
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forceTargetTime = 80
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#Duration of phase 1 of the capturing process in 2*seconds
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#Range: 1 ~ 1000
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phase1Duration = 80
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#Maximum range of a Totem to grow the village
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#Range: > 0
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maxTotemRadius = 100
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[balance.items]
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#Determines if the 'vampirism:applicable_oil/pickaxe' item tag should work as blacklist (false) or whitelist (true)
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applicableOilPickaxeReverse = false
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#Determines if the 'vampirism:applicable_oil/armor' item tag should work as blacklist (false) or whitelist (true)
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applicableOilArmorReverse = false
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#Determines if the 'vampirism:applicable_oil/sword' item tag should work as blacklist (false) or whitelist (true)
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applicableOilSwordReverse = false
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