#ifndef DONT_USE_LGS_SLAVE StartCommands += { // L5 connect to the shard unifier "unifiedNetwork.addService ShardUnifier ( address="+SUAddress+" sendId external autoRetry )", // Create a gateway for global interconnection // modules from different shard are visible to each other if they connect to // this gateway. SU Local module have no interest to be plugged here. "moduleManager.createModule StandardGateway glob_gw", // add a layer 3 server transport "glob_gw.transportAdd L3Client l3c", // open the transport "glob_gw.transportCmd l3c(connect addr="+SUHost+":"+SUGlobalPort+")", // Create a gateway for logger service connection "moduleManager.createModule StandardGateway lgs_gw", // add a layer 3 server transport for master logger service "lgs_gw.transportAdd L3Client masterL3c", // open the transport "lgs_gw.transportCmd masterL3c(connect addr="+MasterLGSHost+":"+L3MasterLGSPort+")", // add a layer 3 server transport for slave logger service "lgs_gw.transportAdd L3Client slaveL3c", // open the transport "lgs_gw.transportCmd slaveL3c(connect addr="+SlaveLGSHost+":"+L3SlaveLGSPort+")", // Create a shard unifier client module "moduleManager.createModule ShardUnifierClient suc", // Create a client commands forwader module "moduleManager.createModule ClientCommandForwader ccf", // Create a characer control module "moduleManager.createModule CharacterControl cc", // Create a guild unifier module "moduleManager.createModule GuildUnifier gu", //Create a shard unifier name mapper "moduleManager.createModule CharNameMapperClient cnmc", // Create the logger service client module "moduleManager.createModule LoggerServiceClient lsc", "suc.plug gw", "ccf.plug gw", "cc.plug gw", "gu.plug glob_gw", "cnmc.plug gw", "lsc.plug lgs_gw", // "addNegativeFilterDebug LNETL", // "addNegativeFilterDebug FG:", }; #endif #ifdef DONT_USE_LGS_SLAVE StartCommands += { // L5 connect to the shard unifier "unifiedNetwork.addService ShardUnifier ( address="+SUAddress+" sendId external autoRetry )", // Create a gateway for global interconnection // modules from different shard are visible to each other if they connect to // this gateway. SU Local module have no interest to be plugged here. "moduleManager.createModule StandardGateway glob_gw", // add a layer 3 server transport "glob_gw.transportAdd L3Client l3c", // open the transport "glob_gw.transportCmd l3c(connect addr="+SUHost+":"+SUGlobalPort+")", // Create a gateway for logger service connection "moduleManager.createModule StandardGateway lgs_gw", // add a layer 3 server transport for master logger service "lgs_gw.transportAdd L3Client masterL3c", // open the transport "lgs_gw.transportCmd masterL3c(connect addr="+MasterLGSHost+":"+L3MasterLGSPort+")", // Create a shard unifier client module "moduleManager.createModule ShardUnifierClient suc", // Create a client commands forwader module "moduleManager.createModule ClientCommandForwader ccf", // Create a characer control module "moduleManager.createModule CharacterControl cc", // Create a guild unifier module "moduleManager.createModule GuildUnifier gu", //Create a shard unifier name mapper "moduleManager.createModule CharNameMapperClient cnmc", // Create the logger service client module "moduleManager.createModule LoggerServiceClient lsc", "suc.plug gw", "ccf.plug gw", "cc.plug gw", "gu.plug glob_gw", "cnmc.plug gw", "lsc.plug lgs_gw", // "addNegativeFilterDebug LNETL", // "addNegativeFilterDebug FG:", }; #endif /// A list of vars to graph for EGS GraphVars += { "TotalNbItemForSale", "60000", // every minutes "NbPlayers", "60000", // every minutes }; //min fraction of the total damage done on a creature that a group/player must do to be attributed a kill KillAttribMinFactor = 0.3; //max bulk the player can transport * 1000 (*1000 to avoid float operations) MaxPlayerBulk = 300000; //max weight in grammes a player can have on him if his strength is 0 BaseMaxCarriedWeight = 300000; // base bulk of player room BasePlayerRoomBulk = 2000000; // if true, every player that was saved with an invalid position will be corrected the next time he logs in. CorrectInvalidPlayerPositions = 1; // Create Character Start skills value //CreateCharacterStartSkillsValue = "SCMM1BS:220:SMLOEFA:235:SFM1BMM:215:SKILL_POINTS:200:MONEY:1000"; //CreateCharacterStartSkillsValue = "SM:20:SMA:50:SMAP:51:SMAE:51:SMT:50:SMTC:51:SMTM:51:SMTO:51:SKILL_POINTS:2550:MONEY:50000"; // Enable caching of ligo primitive in binary files CachePrims = 1; // Log to see which primitives where loaded from cache CachePrimsLog = 0; //************************************************************************************************************* // variable for stop area effect of a gameplay system //************************************************************************************************************* FightAreaEffectOn = 1; MagicAreaEffectOn = 1; HarvestAreaEffectOn = 1; //************************************************************************************************************* // save period time (ticks). //************************************************************************************************************* GuildSavePeriod = 100; GuildChargeSavePeriod = 99; GuildMaxMemberCount = 255; TickFrequencyPCSave = 4800; // minimum period between 2 consecutive saves of the same character MinPlayerSavePeriod = 600; StoreSavePeriod = 10; //************************************************************************************************************* // Max duration of death panalty (when you death several times and only style one point in your characteristics due to death penalty //************************************************************************************************************* DeathPenaltyMaxDuration = 18000; // 10 ticks per second * 60 for minutes * 30 for 30 minutes // No more used. DeathXPFactor = 0.1; DeathXPResorptionTime = 20; //************************************************************************************************************* // Duration of comma //************************************************************************************************************* CommaDelayBeforeDeath = 3000; // 10 ticks per second * 60 for minutes * 5 for 5 minutes //************************************************************************************************************* // Duration of dead mektoub stay spawned //************************************************************************************************************* SpawnedDeadMektoubDelay = 2592000; // 10 ticks per second * 60 for minutes * 60 for hours * 24 for days * 3 for 3 days //************************************************************************************************************* // Progression //************************************************************************************************************* SkillProgressionFactor = 1.0; SkillFightValueLimiter = 250; SkillMagicValueLimiter = 250; SkillCraftValueLimiter = 250; SkillHarvestValueLimiter = 250; NBMeanCraftRawMaterials = 1; //Mean of raw material used for craft an item, it's used for scale xp win when crafting an item with effective raw material used // when in a team value of each member above one for XP division among team members XPTeamMemberDivisorValue = 0.5; // distance max for an action to be taken into account when in a team MaxDistanceForXpGain = 110; // Max XP gain by any one player on any creature (each team member can gain up to this value) MaxXPGainPerPlayer = 30.0; //************************************************************************************************************* // Characteristics parameters //************************************************************************************************************* //characteristic brick progression step CharacteristicBrickStep = 5; // Maximum value for characteristics (260 because characters begin with 10) MaxCharacteristicValue = 260; //************************************************************************************************************* // Magic parameters //************************************************************************************************************* DefaultCastingTime = 1.0; RechargeMoneyFactor = 1.0; CristalMoneyFactor = 1.0; // int in ticks for following values NoLinkSurvivalAddTime = 50; NoLinkTimeFear = 10; NoLinkTimeSleep = 30; NoLinkTimeStun = 15; NoLinkTimeRoot = 30; NoLinkTimeSnare = 30; NoLinkTimeSlow = 30; NoLinkTimeBlind = 20; NoLinkTimeMadness = 35; NoLinkTimeDot = 20; PostCastLatency = 10; // in ticks TickFrequencyCompassUpdate = 32; // update period of link spell in ticks UpdatePeriodFear = 40; UpdatePeriodSleep = 40; UpdatePeriodStun = 40; UpdatePeriodRoot = 40; UpdatePeriodSnare = 40; UpdatePeriodSlow = 40; UpdatePeriodBlind = 40; UpdatePeriodMadness = 40; UpdatePeriodDot = 40; DefaultUpdatePeriod = 40; // bonus on resist for each received spell ResistIncreaseFear = 6; ResistIncreaseSleep = 4; ResistIncreaseStun = 8; ResistIncreaseRoot = 4; ResistIncreaseSnare = 3; ResistIncreaseSlow = 4; ResistIncreaseBlind = 7; ResistIncreaseMadness = 5; ResistIncreaseAcid = 0; ResistIncreaseCold = 0; ResistIncreaseElectricity= 0; ResistIncreaseFire = 0; ResistIncreasePoison = 0; ResistIncreaseRot = 0; ResistIncreaseShockwave = 0; //************************************************************************************************************* // Craft parameters //************************************************************************************************************* //////////////// // DURABILITY // some kind of HP // melee weapons DaggerDurability = 100.0; SwordDurability = 100.0; MaceDurability = 100.0; AxeDurability = 100.0; SpearDurability = 100.0; StaffDurability = 100.0; MagicianStaffDurability = 100.0; TwoHandSwordDurability = 100.0; TwoHandAxeDurability = 100.0; PikeDurability = 100.0; TwoHandMaceDurability = 100.0; // range weapon AutolauchDurability = 100.0; BowrifleDurability = 100.0; LauncherDurability = 100.0; PistolDurability = 100.0; BowpistolDurability = 100.0; RifleDurability = 100.0; HarpoonDurability = 100.0; // ammo AutolaunchAmmoDurability = 100.0; BowrifleAmmoDurability = 100.0; GrenadeAmmoDurability = 100.0; LauncherAmmoDurability = 100.0; PistolAmmoDurability = 100.0; BowpistolAmmoDurability = 100.0; RifleAmmoDurability = 100.0; HarpoonAmmoDurability = 100.0; // armor and shield ShieldDurability = 100.0; BucklerDurability = 150.0; LightBootsDurability = 100.0; LightGlovesDurability = 100.0; LightPantsDurability = 100.0; LightSleevesDurability = 100.0; LightVestDurability = 100.0; MediumBootsDurability = 150.0; MediumGlovesDurability = 150.0; MediumPantsDurability = 150.0; MediumSleevesDurability = 150.0; MediumVestDurability = 150.0; HeavyBootsDurability = 200.0; HeavyGlovesDurability = 200.0; HeavyPantsDurability = 200.0; HeavySleevesDurability = 200.0; HeavyVestDurability = 200.0; HeavyHelmetDurability = 200.0; // jewel AnkletDurability = 100.0; BraceletDurability = 100.0; DiademDurability = 100.0; EaringDurability = 100.0; PendantDurability = 100.0; RingDurability = 100.0; // tool ForageToolDurability = 100.0; AmmoCraftingToolDurability = 100.0; ArmorCraftingToolDurability = 100.0; JewelryCraftingToolDurability = 100.0; RangeWeaponCraftingToolDurability = 100.0; MeleeWeaponCraftingToolDurability = 100.0; ToolCraftingToolDurability = 100.0; //////////// // WEIGHT // (Max is *2) // melee weapons DaggerWeight = 3.5; // Dg Type (Pierce) SwordWeight = 4.0; // 1H Type MaceWeight = 4.0; // 1H Type AxeWeight = 4.0; // 1H Type SpearWeight = 4.0; // 1H Type (pierce) StaffWeight = 1.0; // 1H Type MagicianStaffWeight = 2.0; // 2H type TwoHandSwordWeight = 6.0; // 2H Type TwoHandAxeWeight = 6.0; // 2H Type PikeWeight = 6.0; // 2H Type (pierce) TwoHandMaceWeight = 6.0; // 2H Type // range weapon PistolWeight = 1.5; BowpistolWeight = 1.5; RifleWeight = 2.0; BowrifleWeight = 2.0; AutolauchWeight = 8.0; LauncherWeight = 8.0; HarpoonWeight = 2.0; // ammo PistolAmmoWeight = 0.2; BowpistolAmmoWeight = 0.2; RifleAmmoWeight = 0.2; BowrifleAmmoWeight = 0.2; AutolaunchAmmoWeight = 4.8; LauncherAmmoWeight = 10.0; HarpoonAmmoWeight = 0.2; GrenadeAmmoWeight = 1.0; // armor and shield ShieldWeight = 3.0; BucklerWeight = 1.5; // Light LightBootsWeight = 1.0; LightGlovesWeight = 1.0; LightPantsWeight = 2.5; LightSleevesWeight = 1.0; LightVestWeight = 2.5; // Medium MediumBootsWeight = 2.0; MediumGlovesWeight = 2.0; MediumPantsWeight = 5.0; MediumSleevesWeight = 2.0; MediumVestWeight = 5.0; // Heavy HeavyBootsWeight = 4.0; HeavyGlovesWeight = 4.0; HeavyPantsWeight = 10.0; HeavySleevesWeight = 4.0; HeavyVestWeight = 10.0; HeavyHelmetWeight = 4.0; // jewel AnkletWeight = 0.1; BraceletWeight = 0.1; DiademWeight = 0.1; EaringWeight = 0.1; PendantWeight = 0.1; RingWeight = 0.1; ////////////// // SAP LOAD // // MIN // melee weapons DaggerSapLoad = 0.0; SwordSapLoad = 0.0; MaceSapLoad = 0.0; AxeSapLoad = 0.0; SpearSapLoad = 0.0; StaffSapLoad = 0.0; MagicianStaffSapLoad = 0.0; TwoHandSwordSapLoad = 0.0; TwoHandAxeSapLoad = 0.0; PikeSapLoad = 0.0; TwoHandMaceSapLoad = 0.0; // range weapon AutolauchSapLoad = 0.0; BowrifleSapLoad = 0.0; LauncherSapLoad = 0.0; PistolSapLoad = 0.0; BowpistolSapLoad = 0.0; RifleSapLoad = 0.0; HarpoonSapLoad = 0.0; // ammo AutolaunchAmmoSapLoad = 0.0; BowrifleAmmoSapLoad = 0.0; GrenadeAmmoSapLoad = 0.0; LauncherAmmoSapLoad = 0.0; PistolAmmoSapLoad = 0.0; BowpistolAmmoSapLoad = 0.0; RifleAmmoSapLoad = 0.0; HarpoonAmmoSapLoad = 0.0; // armor and shield ShieldSapLoad = 0.0; BucklerSapLoad = 0.0; LightBootsSapLoad = 0.0; LightGlovesSapLoad = 0.0; LightPantsSapLoad = 0.0; LightSleevesSapLoad = 0.0; LightVestSapLoad = 0.0; MediumBootsSapLoad = 0.0; MediumGlovesSapLoad = 0.0; MediumPantsSapLoad = 0.0; MediumSleevesSapLoad = 0.0; MediumVestSapLoad = 0.0; HeavyBootsSapLoad = 0.0; HeavyGlovesSapLoad = 0.0; HeavyPantsSapLoad = 0.0; HeavySleevesSapLoad = 0.0; HeavyVestSapLoad = 0.0; HeavyHelmetSapLoad = 0.0; // jewel AnkletSapLoad = 0.0; BraceletSapLoad = 0.0; DiademSapLoad = 0.0; EaringSapLoad = 0.0; PendantSapLoad = 0.0; RingSapLoad = 0.0; // MAX // melee weapons DaggerSapLoadMax = 2500.0; SwordSapLoadMax = 2500.0; MaceSapLoadMax = 2500.0; AxeSapLoadMax = 2500.0; SpearSapLoadMax = 2500.0; StaffSapLoadMax = 7000.0; MagicianStaffSapLoadMax = 2500.0; TwoHandSwordSapLoadMax = 2500.0; TwoHandAxeSapLoadMax = 2500.0; PikeSapLoadMax = 2500.0; TwoHandMaceSapLoadMax = 2500.0; // range weapon AutolauchSapLoadMax = 2500.0; BowrifleSapLoadMax = 2500.0; LauncherSapLoadMax = 2500.0; PistolSapLoadMax = 2500.0; BowpistolSapLoadMax = 2500.0; RifleSapLoadMax = 2500.0; HarpoonSapLoadMax = 2500.0; // ammo AutolaunchAmmoSapLoadMax = 2500.0; BowrifleAmmoSapLoadMax = 2500.0; GrenadeAmmoSapLoadMax = 2500.0; LauncherAmmoSapLoadMax = 2500.0; PistolAmmoSapLoadMax = 2500.0; BowpistolAmmoSapLoadMax = 2500.0; RifleAmmoSapLoadMax = 2500.0; HarpoonAmmoSapLoadMax = 2500.0; // armor and shield ShieldSapLoadMax = 2500.0; BucklerSapLoadMax = 2500.0; LightBootsSapLoadMax = 2500.0; LightGlovesSapLoadMax = 2500.0; LightPantsSapLoadMax = 2500.0; LightSleevesSapLoadMax = 2500.0; LightVestSapLoadMax = 2500.0; MediumBootsSapLoadMax = 2500.0; MediumGlovesSapLoadMax = 2500.0; MediumPantsSapLoadMax = 2500.0; MediumSleevesSapLoadMax = 2500.0; MediumVestSapLoadMax = 2500.0; HeavyBootsSapLoadMax = 2500.0; HeavyGlovesSapLoadMax = 2500.0; HeavyPantsSapLoadMax = 2500.0; HeavySleevesSapLoadMax = 2500.0; HeavyVestSapLoadMax = 2500.0; HeavyHelmetSapLoadMax = 2500.0; // jewel AnkletSapLoadMax = 2500.0; BraceletSapLoadMax = 2500.0; DiademSapLoadMax = 2500.0; EaringSapLoadMax = 2500.0; PendantSapLoadMax = 2500.0; RingSapLoadMax = 2500.0; //////////// // DAMAGE Min // melee weapons DaggerDmg = 0.250; // Dg Type (Pierce) StaffDmg = 0.250; // 1H Type SwordDmg = 0.666; // 1H Type MaceDmg = 0.800; // 1H Type AxeDmg = 0.800; // 1H Type SpearDmg = 0.550; // 1H Type (pierce) TwoHandSwordDmg = 1.000; // 2H Type TwoHandAxeDmg = 1.200; // 2H Type PikeDmg = 0.800; // 2H Type (pierce) TwoHandMaceDmg = 1.200; // 2H Type MagicianStaffDmg = 0.350; // 2H Type // range weapon (modifier) PistolDmg = 0.0; BowpistolDmg = 0.0; RifleDmg = 0.0; BowrifleDmg = 0.0; AutolauchDmg = 0.0; LauncherDmg = 0.0; HarpoonDmg = 0.0; // ammo PistolAmmoDmg = 0.625; BowpistolAmmoDmg = 0.625; RifleAmmoDmg = 0.833; BowrifleAmmoDmg = 0.833; AutolaunchAmmoDmg = 2.0; LauncherAmmoDmg = 3.0; HarpoonAmmoDmg = 1.0; GrenadeAmmoDmg = 1.0; // DAMAGE Max // melee weapons DaggerDmgMax = 0.500; // Dg Type (Pierce) StaffDmgMax = 0.500; // 1H Type SwordDmgMax = 1.333; // 1H Type MaceDmgMax = 1.600; // 1H Type AxeDmgMax = 1.600; // 1H Type SpearDmgMax = 1.100; // 1H Type (pierce) TwoHandSwordDmgMax = 2.000; // 2H Type TwoHandAxeDmgMax = 2.400; // 2H Type PikeDmgMax = 1.600; // 2H Type (pierce) TwoHandMaceDmgMax = 2.400; // 2H Type MagicianStaffDmgMax = 0.350; // range weapon (modifier) AutolauchDmgMax = 0.0; BowrifleDmgMax = 0.0; LauncherDmgMax = 0.0; PistolDmgMax = 0.0; BowpistolDmgMax = 0.0; RifleDmgMax = 0.0; HarpoonDmgMax = 0.0; // ammo PistolAmmoDmgMax = 1.25; BowpistolAmmoDmgMax = 1.25; RifleAmmoDmgMax = 1.666; BowrifleAmmoDmgMax = 1.666; AutolaunchAmmoDmgMax = 4.0; LauncherAmmoDmgMax = 6.0; HarpoonAmmoDmgMax = 2.0; GrenadeAmmoDmgMax = 2.0; ////////////// // HIT RATE // Hits for 10 sec // melee weapons DaggerHitRate = 5.0; // Dg Type (Pierce) StaffHitRate = 3.333; // 1H Type (blunt) SwordHitRate = 3.333; // 1H Type MaceHitRate = 3.030; // 1H Type AxeHitRate = 3.030; // 1H Type SpearHitRate = 3.700; // 1H Type (pierce) TwoHandSwordHitRate = 2.500; // 2H Type TwoHandAxeHitRate = 2.272; // 2H Type PikeHitRate = 2.777; // 2H Type (pierce) TwoHandMaceHitRate = 2.272; // 2H Type MagicianStaffHitRate = 2.5; // // range weapon PistolHitRate = 2.5; BowpistolHitRate = 2.5; RifleHitRate = 2.0; BowrifleHitRate = 2.0; AutolauchHitRate = 1.0; LauncherHitRate = 1.0; HarpoonHitRate = 2.0; // ammo (modifier) AutolaunchAmmoHitRate = 0.0; BowrifleAmmoHitRate = 0.0; GrenadeAmmoHitRate = 0.0; LauncherAmmoHitRate = 0.0; PistolAmmoHitRate = 0.0; BowpistolAmmoHitRate = 0.0; RifleAmmoHitRate = 0.0; HarpoonAmmoHitRate = 0.0; ////////////// // Maximum hit rate ( after crafted item parameters applications ) // melee weapons DaggerHitRateMax = 10.0; StaffHitRateMax = 6.666; // 1H Type (blunt) SwordHitRateMax = 6.666; MaceHitRateMax = 6.060; AxeHitRateMax = 6.060; SpearHitRateMax = 7.400; TwoHandSwordHitRateMax = 5.0; TwoHandAxeHitRateMax = 4.545; PikeHitRateMax = 5.555; TwoHandMaceHitRateMax = 4.545; MagicianStaffHitRateMax = 2.5; // range weapon PistolHitRateMax = 5.0; BowpistolHitRateMax = 5.0; RifleHitRateMax = 4.0; BowrifleHitRateMax = 4.0; AutolauchHitRateMax = 2.0; LauncherHitRateMax = 2.0; HarpoonHitRateMax = 4.0; // ammo AutolaunchAmmoHitRateMax = 0.0; BowrifleAmmoHitRateMax = 0.0; GrenadeAmmoHitRateMax = 0.0; LauncherAmmoHitRateMax = 0.0; PistolAmmoHitRateMax = 0.0; BowpistolAmmoHitRateMax = 0.0; RifleAmmoHitRateMax = 0.0; HarpoonAmmoHitRateMax = 0.0; /////////// // Range // for ammo, range weapon (modifier) (max = *2) // range weapon AutolauchRange = 25000.0; // Gat BowrifleRange = 20000.0; LauncherRange = 30000.0; // Rocket Launcher PistolRange = 15000.0; BowpistolRange = 15000.0; RifleRange = 20000.0; HarpoonRange = 15000.0; // ammo AutolaunchAmmoRange = 0.0; BowrifleAmmoRange = 0.0; GrenadeAmmoRange = 0.0; LauncherAmmoRange = 0.0; PistolAmmoRange = 0.0; BowpistolAmmoRange = 0.0; RifleAmmoRange = 0.0; HarpoonAmmoRange = 0.0; //////////////////// // DODGE MODIFIER // not for ammo and jewel, but for armor too // melee weapons & armor DaggerDodgeMinModifier = 0.0; DaggerDodgeMaxModifier = 20.0; SwordDodgeMinModifier = -10.0; SwordDodgeMaxModifier = 10.0; MaceDodgeMinModifier = -10.0; MaceDodgeMaxModifier = 10.0; AxeDodgeMinModifier = -10.0; AxeDodgeMaxModifier = 10.0; SpearDodgeMinModifier = -5.0; SpearDodgeMaxModifier = 15.0; StaffDodgeMinModifier = -10.0; StaffDodgeMaxModifier = 10.0; TwoHandSwordDodgeMinModifier = -20.0; TwoHandSwordDodgeMaxModifier = 0.0; TwoHandAxeDodgeMinModifier = -20.0; TwoHandAxeDodgeMaxModifier = 0.0; PikeDodgeMinModifier = -20.0; PikeDodgeMaxModifier = 0.0; TwoHandMaceDodgeMinModifier = -20.0; TwoHandMaceDodgeMaxModifier = 0.0; MagicianStaffDodgeMinModifier = 0.0; MagicianStaffDodgeMaxModifier = 0.0; // range weapon AutolauchDodgeMinModifier = -15.0; AutolauchDodgeMaxModifier = 5.0; BowrifleDodgeMinModifier = -10.0; BowrifleDodgeMaxModifier = 10.0; LauncherDodgeMinModifier = -20.0; LauncherDodgeMaxModifier = 0.0; PistolDodgeMinModifier = 0.0; PistolDodgeMaxModifier = 20.0; BowpistolDodgeMinModifier = -5.0; BowpistolDodgeMaxModifier = 15.0; RifleDodgeMinModifier = -20.0; RifleDodgeMaxModifier = 0.0; HarpoonDodgeMinModifier = 0.0; HarpoonDodgeMaxModifier = 0.0; // armor and shield ShieldDodgeMinModifier = -10.0; ShieldDodgeMaxModifier = 0.0; BucklerDodgeMinModifier = 0.0; BucklerDodgeMaxModifier = 20.0; LightBootsDodgeMinModifier = 1.0; LightBootsDodgeMaxModifier = 2.0; LightGlovesDodgeMinModifier = 1.0; LightGlovesDodgeMaxModifier = 2.0; LightPantsDodgeMinModifier = 1.0; LightPantsDodgeMaxModifier = 2.0; LightSleevesDodgeMinModifier = 1.0; LightSleevesDodgeMaxModifier = 2.0; LightVestDodgeMinModifier = 1.0; LightVestDodgeMaxModifier = 2.0; MediumBootsDodgeMinModifier = -2.0; MediumBootsDodgeMaxModifier = 1.0; MediumGlovesDodgeMinModifier = -2.0; MediumGlovesDodgeMaxModifier = 1.0; MediumPantsDodgeMinModifier = -2.0; MediumPantsDodgeMaxModifier = 1.0; MediumSleevesDodgeMinModifier = -2.0; MediumSleevesDodgeMaxModifier = 1.0; MediumVestDodgeMinModifier = -2.0; MediumVestDodgeMaxModifier = 1.0; HeavyBootsDodgeMinModifier = -4.0; HeavyBootsDodgeMaxModifier = 0.0; HeavyGlovesDodgeMinModifier = -4.0; HeavyGlovesDodgeMaxModifier = 0.0; HeavyPantsDodgeMinModifier = -4.0; HeavyPantsDodgeMaxModifier = 0.0; HeavySleevesDodgeMinModifier = -4.0; HeavySleevesDodgeMaxModifier = 0.0; HeavyVestDodgeMinModifier = -4.0; HeavyVestDodgeMaxModifier = 0.0; HeavyHelmetDodgeMinModifier = -4.0; HeavyHelmetDodgeMaxModifier = 0.0; //////////////////// // PARRY MODIFIER // not for ammo and jewel, but for armor too // melee weapons DaggerParryMinModifier = -20.0; DaggerParryMaxModifier = 0.0; SwordParryMinModifier = -10.0; SwordParryMaxModifier = 10.0; MaceParryMinModifier = -15.0; MaceParryMaxModifier = 5.0; AxeParryMinModifier = -15.0; AxeParryMaxModifier = 5.0; SpearParryMinModifier = -20.0; SpearParryMaxModifier = 0.0; StaffParryMinModifier = 0.0; StaffParryMaxModifier = 20.0; TwoHandSwordParryMinModifier = 0.0; TwoHandSwordParryMaxModifier = 20.0; TwoHandAxeParryMinModifier = -10.0; TwoHandAxeParryMaxModifier = 10.0; PikeParryMinModifier = -10.0; PikeParryMaxModifier = 10.0; TwoHandMaceParryMinModifier = -10.0; TwoHandMaceParryMaxModifier = 10.0; MagicianStaffParryMinModifier = 0.0; MagicianStaffParryMaxModifier = 0.0; // range weapon AutolauchParryMinModifier = 0.0; AutolauchParryMaxModifier = 20.0; BowrifleParryMinModifier = -10.0; BowrifleParryMaxModifier = 10.0; LauncherParryMinModifier = 0.0; LauncherParryMaxModifier = 20.0; PistolParryMinModifier = -20.0; PistolParryMaxModifier = 0.0; BowpistolParryMinModifier = -5.0; BowpistolParryMaxModifier = 15.0; RifleParryMinModifier = 0.0; RifleParryMaxModifier = 20.0; HarpoonParryMinModifier = 0.0; HarpoonParryMaxModifier = 0.0; // armor and shield ShieldParryMinModifier = 10.0; ShieldParryMaxModifier = 30.0; BucklerParryMinModifier = 0.0; BucklerParryMaxModifier = 20.0; LightBootsParryMinModifier = -1.0; LightBootsParryMaxModifier = 1.0; LightGlovesParryMinModifier = -1.0; LightGlovesParryMaxModifier = 1.0; LightPantsParryMinModifier = -1.0; LightPantsParryMaxModifier = 1.0; LightSleevesParryMinModifier = -1.0; LightSleevesParryMaxModifier = 1.0; LightVestParryMinModifier = -1.0; LightVestParryMaxModifier = 1.0; MediumBootsParryMinModifier = -1.0; MediumBootsParryMaxModifier = 2.0; MediumGlovesParryMinModifier = -1.0; MediumGlovesParryMaxModifier = 2.0; MediumPantsParryMinModifier = -1.0; MediumPantsParryMaxModifier = 2.0; MediumSleevesParryMinModifier = -1.0; MediumSleevesParryMaxModifier = 2.0; MediumVestParryMinModifier = -1.0; MediumVestParryMaxModifier = 2.0; HeavyBootsParryMinModifier = -1.0; HeavyBootsParryMaxModifier = 3.0; HeavyGlovesParryMinModifier = -1.0; HeavyGlovesParryMaxModifier = 3.0; HeavyPantsParryMinModifier = -1.0; HeavyPantsParryMaxModifier = 3.0; HeavySleevesParryMinModifier = -1.0; HeavySleevesParryMaxModifier = 3.0; HeavyVestParryMinModifier = -1.0; HeavyVestParryMaxModifier = 3.0; HeavyHelmetParryMinModifier = -1.0; HeavyHelmetParryMaxModifier = 3.0; ////////////////////////////// // ADVERSARY DODGE MODIFIER // not for ammo, jewel and armor // melee weapons DaggerAdversaryDodgeMinModifier = 0.0; DaggerAdversaryDodgeMaxModifier = -20.0; SwordAdversaryDodgeMinModifier = 5.0; SwordAdversaryDodgeMaxModifier = -15.0; MaceAdversaryDodgeMinModifier = 5.0; MaceAdversaryDodgeMaxModifier = -15.0; AxeAdversaryDodgeMinModifier = 5.0; AxeAdversaryDodgeMaxModifier = -15.0; SpearAdversaryDodgeMinModifier = 15.0; SpearAdversaryDodgeMaxModifier = -5.0; StaffAdversaryDodgeMinModifier = 0.0; StaffAdversaryDodgeMaxModifier = -20.0; TwoHandSwordAdversaryDodgeMinModifier = 30.0; TwoHandSwordAdversaryDodgeMaxModifier = 15.0; TwoHandAxeAdversaryDodgeMinModifier = 30.0; TwoHandAxeAdversaryDodgeMaxModifier = 15.0; PikeAdversaryDodgeMinModifier = 30.0; PikeAdversaryDodgeMaxModifier = 15.0; TwoHandMaceAdversaryDodgeMinModifier = 30.0; TwoHandMaceAdversaryDodgeMaxModifier = 15.0; MagicianStaffAdversaryDodgeMinModifier = 0.0; MagicianStaffAdversaryDodgeMaxModifier = 0.0; // range weapon AutolauchAdversaryDodgeMinModifier = 30.0; AutolauchAdversaryDodgeMaxModifier = 15.0; BowrifleAdversaryDodgeMinModifier = 0.0; BowrifleAdversaryDodgeMaxModifier = -20.0; LauncherAdversaryDodgeMinModifier = 30.0; LauncherAdversaryDodgeMaxModifier = 20.0; PistolAdversaryDodgeMinModifier = 0.0; PistolAdversaryDodgeMaxModifier = -15.0; BowpistolAdversaryDodgeMinModifier = 0.0; BowpistolAdversaryDodgeMaxModifier = -15.0; RifleAdversaryDodgeMinModifier = 0.0; RifleAdversaryDodgeMaxModifier = -20.0; HarpoonAdversaryDodgeMinModifier = 0.0; HarpoonAdversaryDodgeMaxModifier = 0.0; ////////////////////////////// // ADVERSARY PARRY MODIFIER // not for ammo, jewel and armor // melee weapons DaggerAdversaryParryMinModifier = 20.0; DaggerAdversaryParryMaxModifier = 0.0; SwordAdversaryParryMinModifier = 10.0; SwordAdversaryParryMaxModifier = -10.0; MaceAdversaryParryMinModifier = 15.0; MaceAdversaryParryMaxModifier = -5.0; AxeAdversaryParryMinModifier = 15.0; AxeAdversaryParryMaxModifier = -5.0; SpearAdversaryParryMinModifier = 5.0; SpearAdversaryParryMaxModifier = -5.0; StaffAdversaryParryMinModifier = -5.0; StaffAdversaryParryMaxModifier = -15.0; TwoHandSwordAdversaryParryMinModifier = 0.0; TwoHandSwordAdversaryParryMaxModifier = -30.0; TwoHandAxeAdversaryParryMinModifier = 0.0; TwoHandAxeAdversaryParryMaxModifier = -20.0; PikeAdversaryParryMinModifier = 0.0; PikeAdversaryParryMaxModifier = -20.0; TwoHandMaceAdversaryParryMinModifier = 0.0; TwoHandMaceAdversaryParryMaxModifier = -20.0; MagicianStaffAdversaryParryMinModifier = 0.0; MagicianStaffAdversaryParryMaxModifier = 0.0; // range weapon AutolauchAdversaryParryMinModifier = 10.0; AutolauchAdversaryParryMaxModifier = -10.0; BowrifleAdversaryParryMinModifier = 0.0; BowrifleAdversaryParryMaxModifier = -20.0; LauncherAdversaryParryMinModifier = 20.0; LauncherAdversaryParryMaxModifier = 0.0; PistolAdversaryParryMinModifier = 0.0; PistolAdversaryParryMaxModifier = -20.0; BowpistolAdversaryParryMinModifier = 0.0; BowpistolAdversaryParryMaxModifier = -20.0; RifleAdversaryParryMinModifier = 0.0; RifleAdversaryParryMaxModifier = -20.0; HarpoonAdversaryParryMinModifier = 0.0; HarpoonAdversaryParryMaxModifier = -20.0; ////////////////////////////// // Cast Modifiers // for melee weapons //Elemental casting time factor (melee weapon only) // Min DaggerElementalCastingTimeFactor = 0.0; SwordElementalCastingTimeFactor = 0.0; AxeElementalCastingTimeFactor = 0.0; MaceElementalCastingTimeFactor = 0.0; SpearElementalCastingTimeFactor = 0.0; StaffElementalCastingTimeFactor = 0.0; MagicianStaffElementalCastingTimeFactor = 0.2; TwoHandAxeElementalCastingTimeFactor = 0.0; TwoHandSwordElementalCastingTimeFactor = 0.0; PikeElementalCastingTimeFactor = 0.0; TwoHandMaceElementalCastingTimeFactor = 0.0; // max DaggerElementalCastingTimeFactorMax = 1.0; SwordElementalCastingTimeFactorMax = 1.0; AxeElementalCastingTimeFactorMax = 1.0; MaceElementalCastingTimeFactorMax = 1.0; SpearElementalCastingTimeFactorMax = 1.0; StaffElementalCastingTimeFactorMax = 1.0; MagicianStaffElementalCastingTimeFactorMax = 1.0; TwoHandAxeElementalCastingTimeFactorMax = 1.0; TwoHandSwordElementalCastingTimeFactorMax = 1.0; PikeElementalCastingTimeFactorMax = 1.0; TwoHandMaceElementalCastingTimeFactorMax = 1.0; //Elemental power factor (melee weapon only) // Min DaggerElementalPowerFactor = 0.0; SwordElementalPowerFactor = 0.0; AxeElementalPowerFactor = 0.0; MaceElementalPowerFactor = 0.0; SpearElementalPowerFactor = 0.0; StaffElementalPowerFactor = 0.0; MagicianStaffElementalPowerFactor = 0.2; TwoHandAxeElementalPowerFactor = 0.0; TwoHandSwordElementalPowerFactor = 0.0; PikeElementalPowerFactor = 0.0; TwoHandMaceElementalPowerFactor = 0.0; // Max DaggerElementalPowerFactorMax = 1.0; SwordElementalPowerFactorMax = 1.0; AxeElementalPowerFactorMax = 1.0; MaceElementalPowerFactorMax = 1.0; SpearElementalPowerFactorMax = 1.0; StaffElementalPowerFactorMax = 1.0; MagicianStaffElementalPowerFactorMax = 1.0; TwoHandAxeElementalPowerFactorMax = 1.0; TwoHandSwordElementalPowerFactorMax = 1.0; PikeElementalPowerFactorMax = 1.0; TwoHandMaceElementalPowerFactorMax = 1.0; //OffensiveAffliction casting time factor (melee weapon only) // Min DaggerOffensiveAfflictionCastingTimeFactor = 0.0; SwordOffensiveAfflictionCastingTimeFactor = 0.0; AxeOffensiveAfflictionCastingTimeFactor = 0.0; MaceOffensiveAfflictionCastingTimeFactor = 0.0; SpearOffensiveAfflictionCastingTimeFactor = 0.0; StaffOffensiveAfflictionCastingTimeFactor = 0.0; MagicianStaffOffensiveAfflictionCastingTimeFactor = 0.2; TwoHandAxeOffensiveAfflictionCastingTimeFactor = 0.0; TwoHandSwordOffensiveAfflictionCastingTimeFactor = 0.0; PikeOffensiveAfflictionCastingTimeFactor = 0.0; TwoHandMaceOffensiveAfflictionCastingTimeFactor = 0.0; // Max DaggerOffensiveAfflictionCastingTimeFactorMax = 1.0; SwordOffensiveAfflictionCastingTimeFactorMax = 1.0; AxeOffensiveAfflictionCastingTimeFactorMax = 1.0; MaceOffensiveAfflictionCastingTimeFactorMax = 1.0; SpearOffensiveAfflictionCastingTimeFactorMax = 1.0; StaffOffensiveAfflictionCastingTimeFactorMax = 1.0; MagicianStaffOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandAxeOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandSwordOffensiveAfflictionCastingTimeFactorMax = 1.0; PikeOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandMaceOffensiveAfflictionCastingTimeFactorMax = 1.0; //OffensiveAffliction power factor (melee weapon only) // Min DaggerOffensiveAfflictionPowerFactor = 0.0; SwordOffensiveAfflictionPowerFactor = 0.0; AxeOffensiveAfflictionPowerFactor = 0.0; MaceOffensiveAfflictionPowerFactor = 0.0; SpearOffensiveAfflictionPowerFactor = 0.0; StaffOffensiveAfflictionPowerFactor = 0.0; MagicianStaffOffensiveAfflictionPowerFactor = 0.2; TwoHandAxeOffensiveAfflictionPowerFactor = 0.0; TwoHandSwordOffensiveAfflictionPowerFactor = 0.0; PikeOffensiveAfflictionPowerFactor = 0.0; TwoHandMaceOffensiveAfflictionPowerFactor = 0.0; // Max DaggerOffensiveAfflictionPowerFactorMax = 1.0; SwordOffensiveAfflictionPowerFactorMax = 1.0; AxeOffensiveAfflictionPowerFactorMax = 1.0; MaceOffensiveAfflictionPowerFactorMax = 1.0; SpearOffensiveAfflictionPowerFactorMax = 1.0; StaffOffensiveAfflictionPowerFactorMax = 1.0; MagicianStaffOffensiveAfflictionPowerFactorMax = 1.0; TwoHandAxeOffensiveAfflictionPowerFactorMax = 1.0; TwoHandSwordOffensiveAfflictionPowerFactorMax = 1.0; PikeOffensiveAfflictionPowerFactorMax = 1.0; TwoHandMaceOffensiveAfflictionPowerFactorMax = 1.0; //Heal casting time factor (melee weapon only) // Min DaggerHealCastingTimeFactor = 0.0; SwordHealCastingTimeFactor = 0.0; AxeHealCastingTimeFactor = 0.0; MaceHealCastingTimeFactor = 0.0; SpearHealCastingTimeFactor = 0.0; StaffHealCastingTimeFactor = 0.0; MagicianStaffHealCastingTimeFactor = 0.2; TwoHandAxeHealCastingTimeFactor = 0.0; TwoHandSwordHealCastingTimeFactor = 0.0; PikeHealCastingTimeFactor = 0.0; TwoHandMaceHealCastingTimeFactor = 0.0; // Max DaggerHealCastingTimeFactorMax = 1.0; SwordHealCastingTimeFactorMax = 1.0; AxeHealCastingTimeFactorMax = 1.0; MaceHealCastingTimeFactorMax = 1.0; SpearHealCastingTimeFactorMax = 1.0; StaffHealCastingTimeFactorMax = 1.0; MagicianStaffHealCastingTimeFactorMax = 1.0; TwoHandAxeHealCastingTimeFactorMax = 1.0; TwoHandSwordHealCastingTimeFactorMax = 1.0; PikeHealCastingTimeFactorMax = 1.0; TwoHandMaceHealCastingTimeFactorMax = 1.0; //Heal power factor (melee weapon only) // Min DaggerHealPowerFactor = 0.0; SwordHealPowerFactor = 0.0; AxeHealPowerFactor = 0.0; MaceHealPowerFactor = 0.0; SpearHealPowerFactor = 0.0; StaffHealPowerFactor = 0.0; MagicianStaffHealPowerFactor = 0.2; TwoHandAxeHealPowerFactor = 0.0; TwoHandSwordHealPowerFactor = 0.0; PikeHealPowerFactor = 0.0; TwoHandMaceHealPowerFactor = 0.0; // Max DaggerHealPowerFactorMax = 1.0; SwordHealPowerFactorMax = 1.0; AxeHealPowerFactorMax = 1.0; MaceHealPowerFactorMax = 1.0; SpearHealPowerFactorMax = 1.0; StaffHealPowerFactorMax = 1.0; MagicianStaffHealPowerFactorMax = 1.0; TwoHandAxeHealPowerFactorMax = 1.0; TwoHandSwordHealPowerFactorMax = 1.0; PikeHealPowerFactorMax = 1.0; TwoHandMaceHealPowerFactorMax = 1.0; //DefensiveAffliction casting time factor (melee weapon only) // Min DaggerDefensiveAfflictionCastingTimeFactor = 0.0; SwordDefensiveAfflictionCastingTimeFactor = 0.0; AxeDefensiveAfflictionCastingTimeFactor = 0.0; MaceDefensiveAfflictionCastingTimeFactor = 0.0; SpearDefensiveAfflictionCastingTimeFactor = 0.0; StaffDefensiveAfflictionCastingTimeFactor = 0.0; MagicianStaffDefensiveAfflictionCastingTimeFactor = 0.2; TwoHandAxeDefensiveAfflictionCastingTimeFactor = 0.0; TwoHandSwordDefensiveAfflictionCastingTimeFactor = 0.0; PikeDefensiveAfflictionCastingTimeFactor = 0.0; TwoHandMaceDefensiveAfflictionCastingTimeFactor = 0.0; // Max DaggerDefensiveAfflictionCastingTimeFactorMax = 1.0; SwordDefensiveAfflictionCastingTimeFactorMax = 1.0; AxeDefensiveAfflictionCastingTimeFactorMax = 1.0; MaceDefensiveAfflictionCastingTimeFactorMax = 1.0; SpearDefensiveAfflictionCastingTimeFactorMax = 1.0; StaffDefensiveAfflictionCastingTimeFactorMax = 1.0; MagicianStaffDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandAxeDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandSwordDefensiveAfflictionCastingTimeFactorMax = 1.0; PikeDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandMaceDefensiveAfflictionCastingTimeFactorMax = 1.0; //DefensiveAffliction power factor (melee weapon only) // Min DaggerDefensiveAfflictionPowerFactor = 0.0; SwordDefensiveAfflictionPowerFactor = 0.0; AxeDefensiveAfflictionPowerFactor = 0.0; MaceDefensiveAfflictionPowerFactor = 0.0; SpearDefensiveAfflictionPowerFactor = 0.0; StaffDefensiveAfflictionPowerFactor = 0.0; MagicianStaffDefensiveAfflictionPowerFactor = 0.2; TwoHandAxeDefensiveAfflictionPowerFactor = 0.0; TwoHandSwordDefensiveAfflictionPowerFactor = 0.0; PikeDefensiveAfflictionPowerFactor = 0.0; TwoHandMaceDefensiveAfflictionPowerFactor = 0.0; // Max DaggerDefensiveAfflictionPowerFactorMax = 1.0; SwordDefensiveAfflictionPowerFactorMax = 1.0; AxeDefensiveAfflictionPowerFactorMax = 1.0; MaceDefensiveAfflictionPowerFactorMax = 1.0; SpearDefensiveAfflictionPowerFactorMax = 1.0; StaffDefensiveAfflictionPowerFactorMax = 1.0; MagicianStaffDefensiveAfflictionPowerFactorMax = 1.0; TwoHandAxeDefensiveAfflictionPowerFactorMax = 1.0; TwoHandSwordDefensiveAfflictionPowerFactorMax = 1.0; PikeDefensiveAfflictionPowerFactorMax = 1.0; TwoHandMaceDefensiveAfflictionPowerFactorMax = 1.0; /////////////////////// // PROTECTION FACTOR // // armor and shield // Min BucklerProtectionFactor = 0.08; ShieldProtectionFactor = 0.16; LightBootsProtectionFactor = 0.05; LightGlovesProtectionFactor = 0.05; LightPantsProtectionFactor = 0.05; LightSleevesProtectionFactor = 0.05; LightVestProtectionFactor = 0.05; MediumBootsProtectionFactor = 0.20; MediumGlovesProtectionFactor = 0.20; MediumPantsProtectionFactor = 0.20; MediumSleevesProtectionFactor = 0.20; MediumVestProtectionFactor = 0.20; HeavyBootsProtectionFactor = 0.40; HeavyGlovesProtectionFactor = 0.40; HeavyPantsProtectionFactor = 0.40; HeavySleevesProtectionFactor = 0.40; HeavyVestProtectionFactor = 0.40; HeavyHelmetProtectionFactor = 0.40; // Max BucklerProtectionFactorMax = 0.12; ShieldProtectionFactorMax = 0.24; LightBootsProtectionFactorMax = 0.25; LightGlovesProtectionFactorMax = 0.25; LightPantsProtectionFactorMax = 0.25; LightSleevesProtectionFactorMax = 0.25; LightVestProtectionFactorMax = 0.25; MediumBootsProtectionFactorMax = 0.40; MediumGlovesProtectionFactorMax = 0.40; MediumPantsProtectionFactorMax = 0.40; MediumSleevesProtectionFactorMax = 0.40; MediumVestProtectionFactorMax = 0.40; HeavyBootsProtectionFactorMax = 0.60; HeavyGlovesProtectionFactorMax = 0.60; HeavyPantsProtectionFactorMax = 0.60; HeavySleevesProtectionFactorMax = 0.60; HeavyVestProtectionFactorMax = 0.60; HeavyHelmetProtectionFactorMax = 0.60; ///////////////////////////// // MAX SLASHING PROTECTION // value to multiply with the item level. // armor and shield BucklerMaxSlashingProtection = 0.24; ShieldMaxSlashingProtection = 0.48; LightBootsMaxSlashingProtection = 0.56; LightGlovesMaxSlashingProtection = 0.56; LightPantsMaxSlashingProtection = 0.56; LightSleevesMaxSlashingProtection = 0.56; LightVestMaxSlashingProtection = 0.56; MediumBootsMaxSlashingProtection = 0.89; MediumGlovesMaxSlashingProtection = 0.89; MediumPantsMaxSlashingProtection = 0.89; MediumSleevesMaxSlashingProtection = 0.89; MediumVestMaxSlashingProtection = 0.89; HeavyBootsMaxSlashingProtection = 1.33; HeavyGlovesMaxSlashingProtection = 1.33; HeavyPantsMaxSlashingProtection = 1.33; HeavySleevesMaxSlashingProtection = 1.33; HeavyVestMaxSlashingProtection = 1.33; HeavyHelmetMaxSlashingProtection = 1.33; ////////////////////////// // MAX BLUNT PROTECTION // // armor and shield BucklerMaxBluntProtection = 0.24; ShieldMaxBluntProtection = 0.48; LightBootsMaxBluntProtection = 0.56; LightGlovesMaxBluntProtection = 0.56; LightPantsMaxBluntProtection = 0.56; LightSleevesMaxBluntProtection = 0.56; LightVestMaxBluntProtection = 0.56; MediumBootsMaxBluntProtection = 0.89; MediumGlovesMaxBluntProtection = 0.89; MediumPantsMaxBluntProtection = 0.89; MediumSleevesMaxBluntProtection = 0.89; MediumVestMaxBluntProtection = 0.89; HeavyBootsMaxBluntProtection = 1.33; HeavyGlovesMaxBluntProtection = 1.33; HeavyPantsMaxBluntProtection = 1.33; HeavySleevesMaxBluntProtection = 1.33; HeavyVestMaxBluntProtection = 1.33; HeavyHelmetMaxBluntProtection = 1.33; ///////////////////////////// // MAX PIERCING PROTECTION // // armor and shield BucklerMaxPiercingProtection = 0.24; ShieldMaxPiercingProtection = 0.48; LightBootsMaxPiercingProtection = 0.56; LightGlovesMaxPiercingProtection = 0.56; LightPantsMaxPiercingProtection = 0.56; LightSleevesMaxPiercingProtection = 0.56; LightVestMaxPiercingProtection = 0.56; MediumBootsMaxPiercingProtection = 0.89; MediumGlovesMaxPiercingProtection = 0.89; MediumPantsMaxPiercingProtection = 0.89; MediumSleevesMaxPiercingProtection = 0.89; MediumVestMaxPiercingProtection = 0.89; HeavyBootsMaxPiercingProtection = 1.33; HeavyGlovesMaxPiercingProtection = 1.33; HeavyPantsMaxPiercingProtection = 1.33; HeavySleevesMaxPiercingProtection = 1.33; HeavyVestMaxPiercingProtection = 1.33; HeavyHelmetMaxPiercingProtection = 1.33; ////////////////////////////// // JEWEL PROTECTION AcidJewelProtection = 0.08001; // de 0 à 1.0 (1.0 = 100% de protection) ColdJewelProtection = 0.08001; FireJewelProtection = 0.08001; RotJewelProtection = 0.08001; ShockWaveJewelProtection = 0.08001; PoisonJewelProtection = 0.08001; ElectricityJewelProtection = 0.08001; MaxMagicProtection = 70; // Maximum protection can be gived by jewelry (clamp value), de 0 à 100 (pourcentage) HominBaseProtection = 10; // Homin base protection in generic magic damage type HominRacialProtection = 20; // Homin base protection in racial magic damage type MaxAbsorptionFactor = 50; // Factor used for compute maximum absorption gived by all jewel (100 = 1.0 factor (100%)) (Max absorbtion = sum(equiped jewels recommandeds) * factor) ////////////////////////////// // JEWEL RESISTANCE DesertResistance = 8; // In skill points bonus ForestResistance = 8; LacustreResistance = 8; JungleResistance = 8; PrimaryRootResistance = 8; HominRacialResistance = 10;// Homin racial magic resistance to magic racial spell type MaxMagicResistanceBonus = 50;// clamp value of resistance bonus resistance after all bonus/malus applied EcosystemResistancePenalty = 10;// ecosystem resistance penalty value //************************************************************************************************************* // regen speed parameters //************************************************************************************************************* RegenDivisor = 12.5; RegenReposFactor = 2.0; RegenOffset = 0.6; //************************************************************************************************************* // weapon damage table config //************************************************************************************************************* MinDamage = 27; DamageStep = 1; ExponentialPower = 1; SmoothingFactor = 0; //************************************************************************************************************* // hand to hand combat config //************************************************************************************************************* HandToHandDamageFactor = 0.35; HandToHandLatency = 25; // 25 ticks = 2.5s //************************************************************************************************************* // combat config //************************************************************************************************************* BotDamageFactor = 1; // factor applied on npc and creature damage // special effects when hit to localisation HitChestStaLossFactor = 0.5; HitHeadStunDuration = 2; HitArmsSlowDuration = 8; HitArmsSlowFactor = 30; HitLegsSlowDuration = 8; HitLegsSlowFactor = -20; HitHandsDebuffDuration = 8; HitHandsDebuffValue = -20; HitFeetDebuffDuration = 8; HitFeetDebuffValue = -20; NbOpponentsBeforeMalus = 1; ModPerSupernumeraryOpponent = -5; MinTwoWeaponsLatency = 10; ShieldingRadius = 5; CombatFlagLifetime = 50; // (in ticks) used for openings DodgeFactorForMagicSkills = 1.0; DodgeFactorForForageSkills = 0.5; MagicResistFactorForCombatSkills = 1.0; MagicResistFactorForMagicSkills = 1.0; MagicResistFactorForForageSkills = 0.5; MagicResistSkillDelta = -25; //************************************************************************************************************* // Price parameters ( price formula is ItemPriceCoeff2 * x2 + ItemPriceCoeff1 * x + ItemPriceCoeff0 ) //************************************************************************************************************* // polynom coeff of degree 0 in the price formula ItemPriceCoeff0 = 100.0; // polynom coeff of degree 1 in the price formula ItemPriceCoeff1 = 0.6; // polynom coeff of degree 2 in the price formula ItemPriceCoeff2 = 0.02; // factor to apply on non raw maetrial items to compute their price ItemPriceFactor = 2.0; // factor to apply on animal price to get the price a user can buy them AnimalSellFactor = 0.5; // factor to apply on teleport price to get the price a user can buy them TeleportSellFactor = 0.5; // this factor is applied to all faction point prices GlobalFactionPointPriceFactor = 1.0; // this factor is applied to all faction point prices GlobalFactionPointPriceFactor = 1.0; //************************************************************************************************************* // Max quality of Raw Material Npc item selled by NPC //************************************************************************************************************* MaxNPCRawMaterialQualityInSell = 100; //************************************************************************************************************* // Sell store parameters //************************************************************************************************************* // an item can stay 7 days in a sale store (total cumulated time in game cycle) MaxGameCycleSaleStore = 6048000; NBMaxItemPlayerSellDisplay = 128; //NB max item can be displayed for player item list selled NBMaxItemNpcSellDisplay = 128; //NB max item can be displayed for npc item list selled NBMaxItemYoursSellDisplay = 128; //NB max item can be displayed for your item list selled, it's also the max items player can put in sale store //************************************************************************************************************* // Factor for apply malus wear equipment to craft ( Recommended max = Recommended - (Recommanded * malus wear * WearMalusCraftFactor ) //************************************************************************************************************* WearMalusCraftFactor = 0.1; //************************************************************************************************************* // Item wear config //************************************************************************************************************* //MeleeWeaponWearPerAction = 0.01; //RangeWeaponWearPerAction = 0.01; // now we base wear factor for weapons on the ration (WeaponLatency / ReferenceWeaponLatencyForWear) // MUST be > 0 ReferenceWeaponLatencyForWear = 20; CraftingToolWearPerAction = 0.2; ForageToolWearPerAction = 0.2; ArmorWearPerAction = 0.01; ShieldWearPerAction = 0.05; JewelryWearPerAction = 0.01; // melee weapons DaggerWearPerAction = 0.01; SwordWearPerAction = 0.01; MaceWearPerAction = 0.01; AxeWearPerAction = 0.01; SpearWearPerAction = 0.01; StaffWearPerAction = 0.01; MagicianStaffWearPerAction = 0.01; TwoHandSwordWearPerAction = 0.01; TwoHandAxeWearPerAction = 0.01; PikeWearPerAction = 0.01; TwoHandMaceWearPerAction = 0.01; // range weapon AutolauchWearPerAction = 0.01; BowrifleWearPerAction = 0.01; LauncherWearPerAction = 0.01; PistolWearPerAction = 0.01; BowpistolWearPerAction = 0.01; RifleWearPerAction = 0.01; //************************************************************************************************************* // Fame Variables //************************************************************************************************************* // Fame memory interpolation periode (default to 5 days) FameMemoryInterpolation = 4320000; // Fame trend reset delay (default to 30 mn) FameTrendResetDelay = 18000; // Point of fame lost with the faction of a killed bot FameByKill = -5000; // Minimum Fame To Buy a Guild Building MinFameToBuyGuildBuilding = 0; // Minimum Fame To Buy a Player Building MinFameToBuyPlayerBuilding = 0; // maximum price variation ( in absolute value ) that can be due to fame MaxFamePriceVariation = 0.3; // Maximum fame value taken in account in trade MaxFameToTrade = 600000; // Minimum fame value taken in account in trade, under this value, the merchant refuse to sell MinFameToTrade = -200000; // Minimum of positive or negtative fame for PVP PVPFameRequired = 25; //************************************************************************************************************* // Guild Variables //************************************************************************************************************* //fame to buy a guild building MinFameToBuyGuildBuilding = 0; // cost of the guild building in money MoneyToBuyGuildBuilding = 10; // base bulk of the guild building BaseGuildBulk = 10000000; // cost in money to create a guild GuildCreationCost = 100000; // max number of charges a guild can apply for MaxAppliedChargeCount = 3; //************************************************************************************************************* // Animals //************************************************************************************************************* AnimalHungerFactor = 0.026042; AnimalStopFollowingDistance = 100; AllowAnimalInventoryAccessFromAnyStable = 0; //************************************************************************************************************* // PVP //************************************************************************************************************* DuelQueryDuration = 600; ChallengeSpawnZones = { "pvp_challenge_fyros_spawn_1", "pvp_challenge_fyros_spawn_2", }; PVPMeleeCombatDamageFactor = 1.0; PVPRangeCombatDamageFactor = 1.0; PVPMagicDamageFactor = 1.0; TimeForSetPVPFlag = 1200; // 2 mn Timer for set flag pvp become effective TimeForResetPVPFlag = 18000; // 30 mn Minimum time pvp flag must stay on before player can reset it TimeForPVPFlagOff = 300; // 30 s Timer for set pvp off, if player make or suffer any pvp action during this time, the reset flag is anulated PVPActionTimer = 6000; // 10 mn Timer for be able to play in PVE with neutral or other faction character after made an pvp action TotemBuildTime = 6000; TotemRebuildWait = 72000; ResPawnPVPInSameRegionForbiden = 0; // 1 is player character can't respawn in same region of there death in faction PvP. BuildSpireActive = 0; // max distance from PvP combat to gain PvP points (faction and HoF points) from team PvP kills (in meters) MaxDistanceForPVPPointsGain = 50.0; // minimum delta level used to compute the faction points gain MinPVPDeltaLevel = -50; // maximum delta level used to compute the faction points gain MaxPVPDeltaLevel = 50; // for team PvP progression add this value to the faction points divisor for each team member above one PVPTeamMemberDivisorValue = 1.0; // it is the base used in faction point gain formula PVPFactionPointBase = 5.0; // it is the base used in HoF point gain formula PVPHoFPointBase = 5.0; // in faction PvP the killed players loses the faction points gained per killer multiplied by this factor PVPFactionPointLossFactor = 0.1; // in faction PvP the killed players loses the HoF points gained per killer multiplied by this factor PVPHoFPointLossFactor = 0.5; // players will not get any point for the same PvP kill for this time in seconds TimeWithoutPointForSamePVPKill = 300; VerboseFactionPoint = 0; //************************************************************************************************************* // Outpost //************************************************************************************************************* // Global flag to activate outpost challenge system LoadOutposts = 1; // Outpost saving period in tick (1 outpost saved at a time), default is 10 ticks OutpostSavingPeriod = 10; // Period in ticks between 2 updates of the same outpost, default is 10 ticks OutpostUpdatePeriod = 10; // Set if the outpost drillers generate mps or not EnableOutpostDrillerMPGeneration = 1; // Production time of mp in the driller (in seconds) OutpostDrillerTimeUnit = 60*60*24; // per day // Delay in ticks used to check if 2 actions for editing an outpost are concurrent OutpostEditingConcurrencyCheckDelay = 50; // Period in seconds between 2 updates of outpost timers on clients OutpostClientTimersUpdatePeriod = 60; // Number of rounds in an outpost fight OutpostFightRoundCount = 24; // Time of a round in an outpost fight, in seconds OutpostFightRoundTime = 5*60; // Time to decrement an outpost level in seconds (in peace time) OutpostLevelDecrementTime = 60*60*24*2; // an outpost loses 1 level every 2 days // Delay in ticks used to check if 2 actions for editing an outpost are concurrent OutpostEditingConcurrencyCheckDelay = 50; // Time of each outpost state (challenge, beforeAttack, afterAttack, beforeDefense, afterDefense), in seconds. If 0 default computed value is used. OutpostStateTimeOverride = 0; // Max time the player has to answer the JoinPvp Window, in seconds OutpostJoinPvpTimer = 10; // Time range before next attack period in which a service reboot will cancel the challenge, in seconds OutpostRangeForCancelOnReset = 60*60*3; // 3 hours // Max number of outposts per guild (DO NOT exceed outpost count in database.xml) GuildMaxOutpostCount = 10; //************************************************************************************************************* MonoMissionTimout = 144000; VerboseMissions = 0; MissionLogFile = "egs_missions.log"; MissionPrerequisitsEnabled = 1; CheckCharacterVisitPlacePeriodGC = 64; // This icon will be used for missions with an invalid mission icon. If // default icon is invalid too mission will not be displayed at all on client. DefaultMissionIcon = "generic_rite"; // Mission states is read from file mission_validation.cfg. The EGS will load // only the files which state is in ValidMissionStates list. If that list // contains the keyword "All" all missions will be loaded. ValidMissionStates = { "All", // "Disabled", // "Test", // "Valid", }; StoreBotNames = 1; Tocking = 1; // unlimited death pact for internal testing UnlimitedDeathPact = 1; //ignore race prerequisits for missions IgnoreMissionRacePrerequisits = 1; // Max distance allowed for bot chat & dyn chat MaxBotChatDistanceM = 5; //zone types that must be set as triggers TriggerZoneTypes = { "place","region" }; // PeopleAutorized 1:fyros 2:matis 4:tryker 8:zorai StartCommandsWhenMirrorReady = { "PeopleAutorized 255", }; // set the world instance activity verbosity VerboseWorldInstance = 0; // set the shop category parser verbosity VerboseShopParsing = 0; //NegFiltersDebug += { "CDB", "FAME" , "PDR:apply", "PDR:store", "BSIF" }; //NegFiltersInfo += { "Register EId" }; //NegFiltersWarning += { }; // Checking coherency between saved players and CEntityIdTranslator map, may be slow, so put to 0 if you want CheckEntityIdTranslatorCoherency = 0; // Filename that contains the list of invalid entity names InvalidEntityNamesFilename = "invalid_entity_names.txt"; ForageKamiAngerThreshold1 = 9900; ForageKamiAngerThreshold2 = 10000; ForageKamiAngerDecreasePerHour = 830.0; ForageKamiAngerPunishDamage = 6000; ForageValidateSourcesSpawnPos = 1; AutoSpawnForageSourcePeriodOverride = 0; ForageKamiAngerOverride = 0; ForageSiteStock = 100; ForageSiteNbUpdatesToLive = 10; ForageSiteRadius = 9.0; ForageExtractionTimeMinGC = 230.0; ForageExtractionTimeSlopeGC = 2.0; ForageQuantityBaseRate = 0; ForageQuantityBrick1 = 0.34; //0.3; ForageQuantityBrick2 = 0.386; // 0.32; ForageQuantityBrick3 = 0.432; // 0.34 ForageQuantityBrick4 = 0.478; // 0.36; ForageQuantityBrick5 = 0.524; // 0.38; ForageQuantityBrick6 = 0.57; // 0.4; ForageQuantityBrick7 = 0.34; // 0.3; ForageQuantityBrick8 = 0.386; // 0.32; ForageQuantityBrick9 = 0.432; // 0.34; ForageQuantityBrick10 = 0.478; // 0.36; ForageQuantityBrick11 = 0.524; // 0.38; ForageQuantityBrick12 = 0.57; // 0.4; ForageQuantitySlowFactor = 0.5; ForageQualitySlowFactor = 1.69; ForageQualitySlowFactorQualityLevelRatio = 0.01; ForageQualitySlowFactorDeltaLevelRatio = 0.08; ForageQualitySlowFactorMatSpecRatio = 0.8; ForageQualityCeilingFactor = 1.1; ForageQualityCeilingClamp = 1; ForageQuantityImpactFactor = 20.0; ForageQualityImpactFactor = 1.5; ForageExtractionAbsorptionMatSpecFactor = 4.0; ForageExtractionAbsorptionMatSpecMax = 0.8; ForageExtractionCareMatSpecFactor = 1.2; ForageExtractionAbsorptionEcoSpecFactor = 3.0; ForageExtractionAbsorptionEcoSpecMax = 0.8; ForageExtractionCareEcoSpecFactor = 1.1; ForageExtractionNaturalDDeltaPerTick = 0.1; ForageExtractionNaturalEDeltaPerTick = 0.1; ForageCareFactor = 4.0; ForageCareBeginZone = 5.0; ForageHPRatioPerSourceLifeImpact = 0.003937; ForageExplosionDamage = 3000.0; ToxicCloudDamage = 600.0; ForageCareSpeed = 0.05; ForageKamiOfferingSpeed = 0.02; ForageDebug = 0; ForageSourceSpawnDelay = 50; ForageFocusRatioOfLocateDeposit = 10; ForageFocusAutoRegenRatio = 1.0; ForageReduceDamageTimeWindow = 30; ForageExtractionXPFactor = 9.0; ForageQuantityXPDeltaLevelBonusRate = 2.0; ForageProspectionXPBonusRatio = 0.2; ForageExtractionNbParticipantsXPBonusRatio = 0.1; ForageExtractionNastyEventXPMalusRatio = 0.1; QuarteringQuantityAverageForCraftHerbivore = 2.5; QuarteringQuantityAverageForCraftCarnivore = 5.0; QuarteringQuantityAverageForMissions = 1.0; QuarteringQuantityAverageForBoss5 = 10; QuarteringQuantityAverageForBoss7 = 60; QuarteringQuantityForInvasion5 = 40; QuarteringQuantityForInvasion7 = 80; VerboseQuartering = 0; LootMoneyAmountPerXPLevel = 10.0; // Shutdown handling // Time to shutdown server in minutes ShutdownCounter = 5; // Time between to shutdown messages in seconds BroadcastShutdownMessageRate = 30; // Time to shutdown to close access to welcome service, in seconds CloseShardAccessAt = 300; // Persistent Logging DatabaseId = 0; // delay during character stay in game after disconnection TimeBeforeDisconnection = 300; // File that contains the privileges for client commands ClientCommandsPrivilegesFile = "client_commands_privileges.txt"; // File that contains the info on the current event on the server GameEventFile = "game_event.txt"; // Privilege needed for banner BannerPriv = ":G:SG:GM:SGM:"; // Privilege that never aggro the bots NeverAggroPriv = ":OBSERVER:G:SG:GM:SGM:EM:"; // Privilege always invisible AlwaysInvisiblePriv = ":OBSERVER:EM:"; // Privilege to teleport with a mektoub TeleportWithMektoubPriv = ":GM:SGM:DEV:"; // Privilege that forbid action execution NoActionAllowedPriv = ":OBSERVER"; // Privilege that bypass value and score checking NoValueCheckingPriv = ":GM:SGM:DEV:EM:EG:"; // Privilege that prevent being disconnected in case of shard closing for technical problem NoForceDisconnectPriv = ":GM:SGM:DEV:"; // File used to save position flags PositionFlagsFile = "position_flags.xml"; // load PVP zones from primitives? LoadPVPFreeZones = 1; LoadPVPVersusZones = 1; LoadPVPGuildZones = 1; // buffer time in ticks used when entering/leaving a PVP zone PVPZoneEnterBufferTime = 300; PVPZoneLeaveBufferTime = 1200; PVPZoneWarningRepeatTime = 50; PVPZoneWarningRepeatTimeL = 3000; // If 1, use the Death Penalty factor from the PVPZone primitive, else no death penalty PVPZoneWithDeathPenalty = 1; // if 1, pvp duel/challenge will be disabled DisablePVPDuel = 0; DisablePVPChallenge = 1; // Fame Variables // All values are multiplied by 6000 compared to values displayed on the client. FameMinToDeclare = 180000; FameWarningLevel = 30000; FameMinToRemain = 0; FameMinToTrade = -180000; FameMinToKOS = -300000; FameMaxDefault = 600000; FameAbsoluteMin = -600000; FameAbsoluteMax = 600000; FameStartFyrosvFyros = 120000; FameStartFyrosvMatis = -120000; FameStartFyrosvTryker = -60000; FameStartFyrosvZorai = 60000; FameStartMatisvFyros = -120000; FameStartMatisvMatis = 120000; FameStartMatisvTryker = 60000; FameStartMatisvZorai = -60000; FameStartTrykervFyros = -60000; FameStartTrykervMatis = 60000; FameStartTrykervTryker = 120000; FameStartTrykervZorai = -120000; FameStartZoraivFyros = 60000; FameStartZoraivMatis = -60000; FameStartZoraivTryker = -120000; FameStartZoraivZorai = 120000; FameStartFyrosvKami = 60000; FameStartFyrosvKaravan = -60000; FameStartMatisvKami = -120000; FameStartMatisvKaravan = 120000; FameStartTrykervKami = -60000; FameStartTrykervKaravan = 60000; FameStartZoraivKami = 120000; FameStartZoraivKaravan = -120000; FameMaxNeutralvFyros = 300000; FameMaxNeutralvMatis = 300000; FameMaxNeutralvTryker = 300000; FameMaxNeutralvZorai = 300000; FameMaxFyrosvFyros = 600000; FameMaxFyrosvMatis = 0; FameMaxFyrosvTryker = 150000; FameMaxFyrosvZorai = 450000; FameMaxMatisvFyros = 0; FameMaxMatisvMatis = 600000; FameMaxMatisvTryker = 450000; FameMaxMatisvZorai = 150000; FameMaxTrykervFyros = 150000; FameMaxTrykervMatis = 450000; FameMaxTrykervTryker = 600000; FameMaxTrykervZorai = 0; FameMaxZoraivFyros = 450000; FameMaxZoraivMatis = 150000; FameMaxZoraivTryker = 0000; FameMaxZoraivZorai = 600000; FameMaxNeutralvKami = 300000; FameMaxNeutralvKaravan = 300000; FameMaxKamivKami = 600000; FameMaxKamivKaravan = -300000; FameMaxKaravanvKami = -300000; FameMaxKaravanvKaravan = 600000; // Log switches, turns nlinfo on/off NameManagerLogEnabled = 1; GameItemLogEnabled = 1; EntityCallbacksLogEnabled = 1; EntityManagerLogEnabled = 1; GuildManagerLogEnabled = 1; ForageExtractionLogEnabled = 0; PhraseManagerLogEnabled = 1; CharacterLogEnabled = 1; PlayerLogEnabled = 1; ShoppingLogEnabled = 0; PVPLogEnabled = 1; PersistentPlayerDataLogEnabled = 0; DailyShutdownSequenceTime = ""; DailyShutdownBroadcastMessage = "The shard will be shut down in 1 minute"; DailyShutdownCounterMinutes = 1; CheckShutdownPeriodGC = 50; PlayerChannelHistoricSize = 50; FlushSendingQueuesOnExit = 1; NamesOfOnlyServiceToFlushSending = "BS"; // stat database save period in ticks StatDBSavePeriod = 20; // New Newbieland UseNewNewbieLandStartingPoint= 1; FreeTrialSkillLimit = 125;