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settings.lua
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250 lines (213 loc) · 9.31 KB
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--[[
Settings for Disciples 2 Rise of the Elves v3.01 mss32 proxy dll
Most settings correspond to features. Refer to the documentation for more information:
https://github.com/VladimirMakeev/D2ModdingToolset#features
If you got this file from the GitHub repository, settings have their default values specified.
If you omit any setting it will have its default value.
Most settings have their default values correspond to the vanilla game,
except for quality-of-life like showBanners / showResources and bug fixes like fixEffectiveHpFormula.
--]]
settings = {
-- Show troops banners
showBanners = true,
-- Show resources panel
showResources = true,
-- Show percentage of land coverted
showLandConverted = false,
-- Allow scenarios with prebuilt capital cities
preserveCapitalBuildings = false,
-- Start with pre built temple in capital for warrior lord
buildTempleForWarriorLord = false,
-- Maximum number of items the player is allowed to transfer
-- between campaign scenarios [0 : INT_MAX]
carryOverItemsMax = 5,
-- Maximum unit damage per attack [300 : INT_MAX]
unitMaxDamage = 300,
-- Maximum combined unit armor [70 : INT_MAX]
-- minimum value could not be less than highest armor value
-- of all units in GUnits.dbf
-- For example: not less than 65 because of Onyx Gargoyle in original game
unitMaxArmor = 90,
-- Maximum allowed scout range for troops [7 : 100]
-- minimum value could not be less than highest scout value
-- of all units in GUnits.dbf
-- For example: not less than 7 because of Centaur Lancer (g000uu5111) in original game
stackMaxScoutRange = 8,
-- Total armor shatter damage [0 : 100]
shatteredArmorMax = 100,
-- Maximum armor shatter damage per attack [0 : 100]
shatterDamageMax = 100,
-- Percentage of damage upgrade value that shatter attack receives when units level up [0 : 255]
shatterDamageUpgradeRatio = 100,
-- Allow shatter attacks to miss
allowShatterAttackToMiss = false,
-- Percentage damage of critical hit [0 : 255]
criticalHitDamage = 5,
-- Percentage chance of critical hit [0 : 100]
criticalHitChance = 100,
-- Multiplies total damage dealt by split damage (DAM_SPLIT) [1 : 6]
-- Split damage is introduced by "custom attack damage ratio"
-- This multiplier allows split damage to scale for late game as default maximum of 300 total damage is miserable
-- For example, multiplier of 6 allows for 300 * 6 = 1800 total damage that corresponds to maximum damage of any mage
splitDamageMultiplier = 1,
-- Percentage of L_DRAIN attacks damage used as heal [INT_MIN : INT_MAX]
drainAttackHeal = 50,
-- Percentage of L_DRAIN_OVERFLOW attacks damage used as heal [INT_MIN : INT_MAX]
drainOverflowHeal = 50,
-- Change doppelganger attacks to compute level of a copy using 'doppelganger.lua' script
leveledDoppelgangerAttack = false,
-- Change transform self attacks to compute transformed unit level using 'transformSelf.lua' script
leveledTransformSelfAttack = false,
-- Change transform other attacks to compute transformed unit level using 'transformOther.lua' script
leveledTransformOtherAttack = false,
-- Change drain level attacks to compute transformed unit level using 'drainLevel.lua' script
leveledDrainLevelAttack = false,
-- Change summon attacks to compute summoned units levels using 'summon.lua' script
leveledSummonAttack = false,
-- Change doppelganger attacks to respect enemy/ally wards and immunities to the attack class and source
doppelgangerRespectsEnemyImmunity = false,
doppelgangerRespectsAllyImmunity = false,
-- Increases total ward limit for bestow-wards attack from 8 to 48
unrestrictedBestowWards = true,
-- Allows transform-self attack to not consume a unit turn for transformation (once per turn)
freeTransformSelfAttack = false,
-- Allows free transform-self attack to be used infinite number of times per single turn
freeTransformSelfAttackInfinite = false,
-- Round in battle after which paralyze and petrify attacks
-- starts missing targets constantly [1 : INT_MAX]
disableAllowedRoundMax = 40,
-- Change accuracy reduction for mage leaders per each additional target
mageLeaderAccuracyReduction = 10,
-- set additional income for each lord type
additionalLordIncome = {
warrior = 0,
mage = 0,
guildmaster = 0
},
aiAccuracyBonus = {
-- Treat AI accuracy bonus as absolute value or as percentage.
-- Absolute: accuracy += bonus;
-- Percentage: accuracy += accuracy * bonus / 100;
absolute = true,
-- AI accuracy bonus on easy difficulty [-127 : 127]
easy = -15,
-- AI accuracy bonus on average difficulty [-127 : 127]
average = 0,
-- AI accuracy bonus on hard difficulty [-127 : 127]
hard = 5,
-- AI accuracy bonus on very hard difficulty [-127 : 127]
veryHard = 10
},
movementCost = {
-- Show stacks movement cost
show = true,
-- Color components are all in range [0 : 255]
textColor = {
red = 200, green = 200, blue = 200
},
outlineColor = {
red = 0, green = 0, blue = 0
},
-- Movement cost on water tiles
water = {
-- Default movement cost
default = 6,
-- Movement cost for non water-only stacks with dead leader
withDeadLeader = 12,
-- Movement cost for stacks with water movement bonus
withBonus = 2,
-- Movement cost for water-only stacks
waterOnly = 2,
},
-- Movement cost on forest tiles
forest = {
-- Default movement cost
default = 4,
-- Movement cost for stacks with dead leader
withDeadLeader = 8,
-- Movement cost for stacks with forest movement bonus
withBonus = 2,
},
-- Movement cost on plain tiles
plain = {
-- Default movement cost
default = 2,
-- Movement cost for stacks with dead leader
withDeadLeader = 4,
-- Movement cost for stacks without plain movement bonus on road tiles
onRoad = 1,
},
},
lobby = {
-- Lobby server public IP and port
server = {
ip = "68.183.215.87",
port = 61111
},
client = {
-- Lobby client port
port = 0
}
},
-- If true, switches attacks miss check to a single random value roll
-- instead of check against arithmetic mean of two random numbers
missChanceSingleRoll = false,
unitEncyclopedia = {
-- Additional display of some stats bonuses, regeneration, xp reward for killing, etc.
detailedUnitDescription = true,
-- Additional display of some stats bonuses, drain, critical hit, custom attack ratios, etc.
detailedAttackDescription = true,
-- Additional display of dynamic upgrade values (only for unit type encyclopedia to avoid clutter)
-- Enable detailedUnitDescription and/or detailedAttackDescription to show upgrade values for corresponding stats
displayDynamicUpgradeValues = false,
-- Additional display of bonus hit points
-- Requires detailedUnitDescription
displayBonusHp = false,
-- Additional display of experience points reduction
-- Requires detailedUnitDescription
displayBonusXp = false,
-- Display infinite effect indicator along with attack name (alternative to effect duration)
-- Requires detailedUnitDescription
displayInfiniteAttackIndicator = false,
-- Display Critical Hit text in Attack section instead of Damage and Power sections
-- Requires detailedAttackDescription
displayCriticalHitTextInAttackName = false,
},
-- Fix effective unit hp computation
-- Original formula: (hp * armor / 100) + hp
-- Fixed formula: hp / (1 - (armor / 100))
fixEffectiveHpFormula = true,
-- Allows transformed leaders (doppelganger, drain-level, transform-self/other attacks) to use battle items (potions, orbs and talismans)
allowBattleItems = {
-- If leader is transformed by TransformOther attack (Witch, orb/talisman, artifact effect, etc.)
onTransformOther = false,
-- If leader is transformed by TransformSelf attack (Wolf Lord, orb/talisman, artifact effect, etc.)
onTransformSelf = false,
-- If leader's level is drained by DrainLevel attack (Wight, orb/talisman, artifact effect, etc.)
onDrainLevel = false,
-- If leader transformed himself by Doppelganger attack
onDoppelganger = false,
},
modifiers = {
-- Allow unit regeneration modifiers to stack.
-- By default, the game picks single highest value, then sums it with lord, terrain and city bonuses.
cumulativeUnitRegeneration = false,
-- Enables 'onModifiersChanged' notification for custom modifier scripts.
-- Keep it disabled if you don't need it to improve general performance.
notifyModifiersChanged = false,
-- Validate current HP / XP of units when their group changes (units added, removed, rearranged, etc.)
-- to resolve issues with custom HP / XP modifiers, that depend on other units (like auras in MNS mod).
-- Keep it disabled if you don't need it to improve general performance.
validateUnitsOnGroupChanged = false,
},
battle = {
-- Allows retreated units to upgrade (the behavior is bugged in vanilla causing non-constant and opaque behaviour)
allowRetreatedUnitsToUpgrade = false,
-- Allows to carry extra XP received over unit's upgrade (limited to value required for the next upgrade minus 1)
carryXpOverUpgrade = false,
-- Allows units to receive multiple upgrades per single battle
allowMultiUpgrade = false,
},
-- Create mss32 proxy dll log files with debug info
debugHooks = false,
}