r2mods/r2_profiles/foh/config/com.KomradeSpectre.Aetheriu...

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INI

## Settings file was created by plugin Aetherium v0.6.8
## Plugin GUID: com.KomradeSpectre.Aetherium
[Artifact: Artifact of Leonids]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
## How many seconds between each meteor shower?
# Setting type: Single
# Default value: 60
Interval Between Meteor Showers = 60
## How many waves of meteors should be included in each meteor shower? Each wave contains 1 meteor per body on the map.
# Setting type: Int32
# Default value: 6
Meteor Waves Per Shower = 6
[Artifact: Artifact of Progression]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
## How long until a monster progresses to the next progression state if they have one?
# Setting type: Single
# Default value: 60
Interval Between Each Progression = 60
## Should progressions spawned by the Progression effect have doubled money and exp?
# Setting type: Boolean
# Default value: true
Double Gold and Exp Reward of Progressions = true
## Which enemies master components should be blacklisted from evolving? (Each entry should be separated by a comma, you must know their internal master name to blacklist them. E.g. impmaster,lemurianmaster will blacklist normal imps and lemurians.
# Setting type: String
# Default value:
Blacklisted Evolution Masters =
[Artifact: Artifact of Regression]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
## At what monster population should we not be able to split anymore?
# Setting type: Int32
# Default value: 48
Regression Split Monster Cap = 48
## Should children spawned by the Regression effect have halved money and exp?
# Setting type: Boolean
# Default value: true
Reduce Gold and Exp Reward of Children = true
## How long in seconds should children of regression splits be immune?
# Setting type: Single
# Default value: 2
Duration of Child Immunity = 2
## How many Beetle Guards should appear when the Beetle Queen has regressed?
# Setting type: Int32
# Default value: 2
Queen to Guard Split Amount = 2
## How many Beetles should appear when the Beetle Guard has regressed?
# Setting type: Int32
# Default value: 4
Guard to Beetle Split Amount = 4
## How many Crystal Beetles should appear when the Crystal Beetle Guard has regressed?
# Setting type: Int32
# Default value: 4
Crystal Guard to Crystal Beetle Split Amount = 4
## How many Arch Wisps should appear when the Ancient Wisp has regressed?
# Setting type: Int32
# Default value: 2
Ancient Wisp To Arch Wisp Split Amount = 2
## How many Greater Wisps should appear when the Arch Wisp has regressed?
# Setting type: Int32
# Default value: 2
Arch Wisp To Greater Wisp Split Amount = 2
## How many Greater Wisps should appear when the Grovetender has regressed?
# Setting type: Int32
# Default value: 2
Grovetender To Greater Wisp Split Amount = 2
## How many Wisps should appear when the Greater Wisp has regressed?
# Setting type: Int32
# Default value: 4
Greater Wisp To Wisp Split Amount = 4
## How many Jellyfish should appear when the Wandering Vagrant has regressed?
# Setting type: Int32
# Default value: 8
Wandering Vagrant To Jellyfish Split Amount = 8
## How many Lemurians should appear when the Elder Lemurian has regressed?
# Setting type: Int32
# Default value: 5
Elder Lemurian To Lemurian Split Amount = 5
## How many Lunar Chimeras should appear when the Lunar Wisp has regressed?
# Setting type: Int32
# Default value: 2
Lunar Wisp To Lunar Chimera Split Amount = 2
## How many Lunar Exploders should appear when the Lunar Chimera has regressed?
# Setting type: Int32
# Default value: 5
Lunar Chimera To Lunar Exploder Split Amount = 5
## How many Golems should appear when the Titan has regressed?
# Setting type: Int32
# Default value: 4
Titan To Golem Split Amount = 4
## How many Parents should appear when the Grandparent has regressed?
# Setting type: Int32
# Default value: 5
Grandparent To Parent Split Amount = 5
## How many Vultures should appear when the Alloy Worship Unit has regressed?
# Setting type: Int32
# Default value: 6
Alloy Worship Unit To Vulture Split Amount = 6
## How many Solus Probes should appear when the Solus Control Unit has regressed?
# Setting type: Int32
# Default value: 6
Solus Control Unit To Solus Probe Split Amount = 6
## How many Clay Templars should appear when the Clay Dunestrider has regressed?
# Setting type: Int32
# Default value: 4
Clay Dunestrider To Clay Templar Split Amount = 4
## How many Imps should appear when the Imp Overlord has regressed?
# Setting type: Int32
# Default value: 5
Imp Overlord To Imp Split Amount = 5
## How many Hermit Crabs should appear when the Void Reaver has regressed?
# Setting type: Int32
# Default value: 4
Void Reaver To Hermit Crab Split Amount = 4
[Artifact: Artifact of the Journey]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
[Artifact: Artifact of the Nightmare]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
[Artifact: Artifact of the Tyrant]
## Should this artifact appear for selection?
# Setting type: Boolean
# Default value: true
Enable Artifact? = true
## How many elite statuses should Route-Ending bosses be granted by us?
# Setting type: Int32
# Default value: 1
Number of Elite Affixes to Give Route-Ending Bosses = 1
## What affixes should be blacklisted from Artifact of the Tyrant? (generally no spaces, comma delimited)
# Setting type: String
# Default value:
Blacklisted Affixes String =
[Artifact:Artifact of Progression]
## Should a sound play each time a monster reaches a progression checkpoint?
# Setting type: Boolean
# Default value: true
Enable Progression Sounds? = true
[Artifacts]
## Do you wish to disable every artifact in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Artifacts? = false
[Buff: Double XP and Double Gold]
## Should this buff be registered for use in the game?
# Setting type: Boolean
# Default value: true
Enable Buff? = true
[Buff: Soul Linked]
## Should this buff be registered for use in the game?
# Setting type: Boolean
# Default value: true
Enable Buff? = true
[Buffs]
## Do you wish to disable every standalone buff in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Standalone Buffs? = false
[Elite Equipment: Bloody Fealty]
Duration of the Abyssal Dash State = 0.2
Max Distance to Cover in a Single Abyssal Dash = 10
Cost Multiplier of Elite = 2.5
Damage Multiplier of Elite = 1
Health Multiplier of Elite = 2
Forced Cooldown Duration Between Player Blinks = 2
[Equipment]
Disable All Equipment? = false
[Equipment: Bell Totem]
Enable Equipment? = true
Time Between Consecutive Uses = 1
Radius of Bell Ring Shockwave = 25
Force of Bell Ring Shockwave = 6000
Forced Cooldown Time Between Equipment Uses = 2
[Equipment: Bloody Fealty]
Enable Elite Equipment? = true
[Equipment: Jar Of Reshaping]
Enable Equipment? = true
Base Projectile Absorption Radius = 20
Projectile Absorption Time / SUCC Mode Duration = 3
Cooldown Duration of Jar = 20
I Want To Lose Friends In Chaos Mode = false
Spawn Copy of Original Projectile from Jar of Reshaping? = true
[Interactable: Buff Brazier]
Enable Interactable? = true
Enable All BuffCatalog Entries for Flame Selection? = false
[Interactable: Buff Brazier Buffs]
Warcry: Enable in Runs? = true
Jade Elephant: Enable in Runs? = true
Super Leech: Enable in Runs? = true
Brainstalks: Enable in Runs? = true
Double XP and Double Gold: Enable in Runs? = true
[Interactable: Buff Brazier Debuffs]
Cripple: Enable in Runs? = true
80 Percent Slowdown: Enable in Runs? = true
Soul Linked: Enable in Runs? = true
[Item: Accursed Potion]
## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true
## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false
## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false
## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true
## Should this item be able to emit sounds in certain conditions?
# Setting type: Boolean
# Default value: true
Enable Sounds? = true
## What should the base duration of the Accursed Potion sip cooldown be? (Default: 30 (30s))
# Setting type: Single
# Default value: 30
Base Duration of Sip Cooldown = 30
## How far should each stack reduce the cooldown? (Default: 0.75 (100% - 75% = 25% Reduction per stack))
# Setting type: Single
# Default value: 0.75
Percentage of Cooldown Reduction per Additional Stack = 0.75
## What radius of buff/debuff sharing should the first pickup have? (Default: 20m)
# Setting type: Single
# Default value: 20
Default Radius of Accursed Potion Effect Sharing = 20
## What additional radius of buff/debuff sharing should each stack after grant? (Default: 5m)
# Setting type: Single
# Default value: 5
Additional Radius Granted per Additional Stack = 5
## How many buffs or debuffs should we be able to have? (Default: 8)
# Setting type: Int32
# Default value: 8
Max Potion Effects Allowed = 8
## Which buffs and debuffs should not be allowed to roll via Accursed Potion?
# Setting type: String
# Default value:
Blacklisted Buffs and Debuffs =
[Item: Alien Magnet]
## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true
## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false
## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false
## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true
## What should the starting pull force multiplier of the Alien Magnet's pull be?
# Setting type: Single
# Default value: 3
Starting Pull Force Multiplier = 3
## How much additional force multiplier should be granted per Alien Magnet stack?
# Setting type: Single
# Default value: 2
Additional Pull Force Multiplier per Stack = 2
## What should the minimum force multiplier be for the Alien Magnet?
# Setting type: Single
# Default value: 3
Minimum Pull Force Multiplier = 3
## What should the maximum force multiplier be for the Alien Magnet?
# Setting type: Single
# Default value: 10
Maximum Pull Force Multiplier = 10
[Item: Blaster Sword]
## Should this item appear in runs?
# Setting type: Boolean
# Default value: true
Enable Item? = true
## Should the AI not be able to obtain this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from AI Use? = false
## Should the printers be able to print this item?
# Setting type: Boolean
# Default value: false
Blacklist Item from Printers? = false
## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
# Setting type: Boolean
# Default value: true
Require Unlock = true
## Do you wish to start feeling motivated now?
# Setting type: Boolean
# Default value: false
Use Alternate Blaster Sword Model = false
## Should the particle effects for the models be enabled?
# Setting type: Boolean
# Default value: true
Enable Particle Effects = true
## Should the swords impale and stick to targets (true), or pierce and explode on world collision (false)?
# Setting type: Boolean
# Default value: true
Use Impale Projectile Variant? = true
## In percentage, how much of the wielder's damage should we have for the sword projectile? (2 = 200%)
# Setting type: Single
# Default value: 2
Base Damage Inheritance Multiplier = 2
## In percentage, how much of the wielder's damage should we add per additional stack? (0.5 = 50%)
# Setting type: Single
# Default value: 0.5
Damage Multiplier Gained per Additional Stacks = 0.5
## Should the Blaster Sword projectiles home in on enemies?
# Setting type: Boolean
# Default value: false
Homing Projectiles = false
## Should having any amount of barrier allow you to use the effect of Blaster Sword?
# Setting type: Boolean
# Default value: false
Any Barrier Grants Blaster Sword Activation Buff = false
[Item: Bloodthirsty Shield]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Use Alternative Icon Art? = false
Percentage of Shield Restored per Kill = 0.1
Additional Shield Restoration Percentage per Additional BSS Stack (Diminishing) = 0.1
Absolute Maximum Shield Restored per Kill = 0.5
Shield Granted on First BSS Stack = 0.08
[Item: Engineers Toolbelt]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Enable Sounds? = true
Base Duplication Percent Chance = 0.2
Additional Duplication Percentage Chance = 0.2
Base Revival Percentage Chance = 0.1
Additional Revival Percentage Chance = 0.1
[Item: Feathered Plume]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Use Alternative Icon Art? = false
Base Duration of Buff with One Feathered Plume = 5
Additional Duration of Buff per Feathered Plume Stack = 0.5
Stacks of Buff per Feathered Plume = 3
Movement speed per Feathered Plume Buff Stack = 0.07
[Item: Heart of the Void]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Void Implosion Camera Spin Speed = 0.0125
Void Implosion Damage Multiplier = 120
Base Radius of Void Implosion = 15
Additional Implosion Radius per Additional Heart of the Void = 7.5
Ticking Time Bomb Threshold = 0.3
Percentage Raise in Ticking Time Bomb Threshold per Additional Heart of the Void = 0.05
Absolute Max Ticking Time Bomb Threshold = 0.99
Duration of Heart of the Void Cooldown After Use = 30
[Item: Inspiring Drone]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Should the Inspiring Drone be required to be unlocked? = true
Should the Inspiring Drone be Green Rarity instead of Red Rarity? = false
Set All Stat Gain Percentages at Once? = true
Stat Gain Percentage (All) = 0.5
Damage Stat Gain (Individual) = 0.5
Attack Speed Stat Gain (Individual) = 0.5
Critical Chance Stat Gain (Individual) = 0.5
Health Stat Gain (Individual) = 0.5
Regeneration Stat Gain (Individual) = 0.5
Armor Stat Gain (Individual) = 0.5
Movement Speed Stat Gain (Individual) = 0.5
Duration of Turret Teleportation Cooldown = 40
Duration of Drone Teleportation Cooldown = 30
Distance Away from Owner to Teleport Turrets = 20
Distance Away from Owner to Teleport Drone = 30
[Item: Nail Bomb]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Use Alternate Item Implementation? = false
Nail Bomb Child Direction Vector = {"x":0.0,"y":-1.0,"z":0.0}
Nail Bomb Child Min Spread Angle = 0
Nail Bomb Child Max Spread Angle = 45
Percent Damage Threshold Required to Activate Effect = 1.2
Amount of Nails per Nail Bomb = 20
Percent Damage per Nail in Nail Bomb = 0.3
Percent Damage Bonus of Additional Stacks = 0.5
Cooldown for Nail Bomb Absurdity Limiter = 2
Delay Between Nail Bomb Drops in Alternate Implementation = 10
Duration Percentage is Reduced By With Additional Stacks = 0.2
[Item: Shark Teeth]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Base Damage Spread Percentage = 0.25
Damage Spread Percentage Gained Per Stack (Diminishing) = 0.25
Absolute Maximum Damage Spread Percentage = 0.75
Damage Spread Duration = 2
Damage Spread Ticks (Segments) = 5
Shark Teeth Effect is Non-Lethal = false
[Item: Shielding Core]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Enable Particle Effects = true
First Shielding Core Bonus to Armor = 15
Additional Shielding Cores Bonus to Armor = 10
First Shielding Core Bonus to Max Shield = 0.08
[Item: Unstable Design]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Enable Sounds? = true
Seconds Before First Lunar Chimera Spawn = 15
Duration of Chimera Resummoning Cooldown = 30
Duration of Chimera Retargeting Cooldown = 10
Minimum Spawn Distance Away From User = 80
Maximum Spawn Distance Away From User = 170
Base Damage Boosting Item Amount = 40
Additional Damage Boosting Item Amount = 10
HP Boosting Item Amount = 10
Attack Speed Item Amount = 30
Movement Speed Item Amount = 2
Enable Targeting Indicator? = true
Should Unstable Design Pull Aggression From Its Targets? = true
Replace Unstable Design Air Skill if AOTK is Installed = false
[Item: Weighted Anklet]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Base Knockback Reduction Percentage = 0.25
Base Attack Speed Reduction Percentage = 0.1
Absolute Lowest Attack Speed Reduction Percentage = 0.1
Base Movement Speed Reduction Percentage = 0.1
Absolute Lowest Movement Speed Reduction Percentage = 0.1
Attack Speed Gained per Limiter Release (Flat) = 0.25
Movement Speed Gained per Limiter Release (Flat) = 1
Damage Percentage Gained per Limiter Release (Percentile) = 0.05
Base Dodge Depletion Cooldown Duration = 10
Additional Dodge Depletion Cooldown Duration for Additional Dodge Stacks = 5
[Item: Witches Ring]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Damage Multiplier Required in a Hit to Activate = 5
Duration of Cooldown After Use = 10
Cooldown Duration Reduction per Additional Witches Ring (Diminishing) = 0.1
Global Cooldown On Use = false
[Item: Zenith Accelerator]
Enable Item? = true
Blacklist Item from AI Use? = false
Blacklist Item from Printers? = false
Require Unlock = true
Exponential Base Multiplier = 0.5
Percentage Increase per Hit = 0.1
Base Percentage Max of Zenith Acceleration Attack Speed Bonus = 3
Additional Percentage Cap per Additional Stack = 1
Duration of Zenith Acceleration Stack = 3
[Items]
## Do you wish to disable every item in Aetherium?
# Setting type: Boolean
# Default value: false
Disable All Items? = false