Interstellar2/Server/world/serverconfig/vampirism-balance.toml
2023-10-08 14:49:53 -04:00

478 lines
16 KiB
TOML

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