1291 lines
41 KiB
INI
1291 lines
41 KiB
INI
## Settings file was created by plugin Aetherium v0.7.8
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## Plugin GUID: com.KomradeSpectre.Aetherium
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[Artifact: Artifact of Leonids]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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## How many seconds between each meteor shower?
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# Setting type: Single
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# Default value: 60
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Interval Between Meteor Showers = 60
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## How many waves of meteors should be included in each meteor shower? Each wave contains 1 meteor per body on the map.
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# Setting type: Int32
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# Default value: 6
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Meteor Waves Per Shower = 6
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[Artifact: Artifact of Progression]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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## How long until a monster progresses to the next progression state if they have one?
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# Setting type: Single
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# Default value: 60
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Interval Between Each Progression = 60
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## Should progressions spawned by the Progression effect have doubled money and exp?
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# Setting type: Boolean
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# Default value: true
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Double Gold and Exp Reward of Progressions = true
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## 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.
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# Setting type: String
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# Default value:
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Blacklisted Evolution Masters =
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[Artifact: Artifact of Regression]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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## At what monster population should we not be able to split anymore?
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# Setting type: Int32
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# Default value: 48
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Regression Split Monster Cap = 48
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## Should children spawned by the Regression effect have halved money and exp?
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# Setting type: Boolean
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# Default value: true
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Reduce Gold and Exp Reward of Children = true
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## How long in seconds should children of regression splits be immune?
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# Setting type: Single
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# Default value: 2
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Duration of Child Immunity = 2
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## How many Beetle Guards should appear when the Beetle Queen has regressed?
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# Setting type: Int32
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# Default value: 2
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Queen to Guard Split Amount = 2
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## How many Beetles should appear when the Beetle Guard has regressed?
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# Setting type: Int32
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# Default value: 4
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Guard to Beetle Split Amount = 4
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## How many Crystal Beetles should appear when the Crystal Beetle Guard has regressed?
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# Setting type: Int32
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# Default value: 4
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Crystal Guard to Crystal Beetle Split Amount = 4
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## How many Arch Wisps should appear when the Ancient Wisp has regressed?
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# Setting type: Int32
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# Default value: 2
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Ancient Wisp To Arch Wisp Split Amount = 2
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## How many Greater Wisps should appear when the Arch Wisp has regressed?
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# Setting type: Int32
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# Default value: 2
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Arch Wisp To Greater Wisp Split Amount = 2
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## How many Greater Wisps should appear when the Grovetender has regressed?
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# Setting type: Int32
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# Default value: 2
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Grovetender To Greater Wisp Split Amount = 2
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## How many Wisps should appear when the Greater Wisp has regressed?
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# Setting type: Int32
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# Default value: 4
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Greater Wisp To Wisp Split Amount = 4
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## How many Jellyfish should appear when the Wandering Vagrant has regressed?
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# Setting type: Int32
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# Default value: 8
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Wandering Vagrant To Jellyfish Split Amount = 8
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## How many Lemurians should appear when the Elder Lemurian has regressed?
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# Setting type: Int32
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# Default value: 5
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Elder Lemurian To Lemurian Split Amount = 5
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## How many Lunar Chimeras should appear when the Lunar Wisp has regressed?
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# Setting type: Int32
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# Default value: 2
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Lunar Wisp To Lunar Chimera Split Amount = 2
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## How many Lunar Exploders should appear when the Lunar Chimera has regressed?
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# Setting type: Int32
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# Default value: 5
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Lunar Chimera To Lunar Exploder Split Amount = 5
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## How many Golems should appear when the Titan has regressed?
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# Setting type: Int32
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# Default value: 4
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Titan To Golem Split Amount = 4
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## How many Parents should appear when the Grandparent has regressed?
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# Setting type: Int32
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# Default value: 5
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Grandparent To Parent Split Amount = 5
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## How many Vultures should appear when the Alloy Worship Unit has regressed?
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# Setting type: Int32
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# Default value: 6
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Alloy Worship Unit To Vulture Split Amount = 6
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## How many Solus Probes should appear when the Solus Control Unit has regressed?
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# Setting type: Int32
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# Default value: 6
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Solus Control Unit To Solus Probe Split Amount = 6
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## How many Clay Templars should appear when the Clay Dunestrider has regressed?
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# Setting type: Int32
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# Default value: 4
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Clay Dunestrider To Clay Templar Split Amount = 4
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## How many Imps should appear when the Imp Overlord has regressed?
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# Setting type: Int32
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# Default value: 5
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Imp Overlord To Imp Split Amount = 5
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## How many Hermit Crabs should appear when the Void Reaver has regressed?
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# Setting type: Int32
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# Default value: 4
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Void Reaver To Hermit Crab Split Amount = 4
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[Artifact: Artifact of the Journey]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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[Artifact: Artifact of the Nightmare]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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[Artifact: Artifact of the Tyrant]
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## Should this artifact appear for selection?
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# Setting type: Boolean
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# Default value: true
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Enable Artifact? = true
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## How many elite statuses should Route-Ending bosses be granted by us?
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# Setting type: Int32
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# Default value: 1
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Number of Elite Affixes to Give Route-Ending Bosses = 1
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## What affixes should be blacklisted from Artifact of the Tyrant? (generally no spaces, comma delimited)
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# Setting type: String
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# Default value:
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Blacklisted Affixes String =
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[Artifact:Artifact of Progression]
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## Should a sound play each time a monster reaches a progression checkpoint?
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# Setting type: Boolean
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# Default value: true
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Enable Progression Sounds? = true
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[Artifacts]
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## Do you wish to disable every artifact in Aetherium?
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# Setting type: Boolean
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# Default value: false
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Disable All Artifacts? = false
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[Buff: Double XP and Double Gold]
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## Should this buff be registered for use in the game?
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# Setting type: Boolean
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# Default value: true
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Enable Buff? = true
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[Buff: Singularity]
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## Should this buff be registered for use in the game?
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# Setting type: Boolean
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# Default value: true
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Enable Buff? = true
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[Buff: Soul Linked]
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## Should this buff be registered for use in the game?
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# Setting type: Boolean
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# Default value: true
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Enable Buff? = true
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[Buffs]
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## Do you wish to disable every standalone buff in Aetherium?
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# Setting type: Boolean
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# Default value: false
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Disable All Standalone Buffs? = false
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[Elite Equipment: Bloody Fealty]
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## How long (in second(s)) should it take for the abyssal dash of this equipment to fully complete?
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# Setting type: Single
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# Default value: 0.2
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Duration of the Abyssal Dash State = 0.2
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## How far out should the Abyssal Dash check for a node to teleport towards?
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# Setting type: Single
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# Default value: 10
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Max Distance to Cover in a Single Abyssal Dash = 10
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## How many times higher than the base elite cost should the cost of this elite be? (Do not set this to 0, only warning haha.)
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# Setting type: Single
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# Default value: 1
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Cost Multiplier of Elite = 2.5
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## How many times higher than the base elite damage boost should the damage of this elite be?
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# Setting type: Single
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# Default value: 1
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Damage Multiplier of Elite = 1
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## How many times higher than the base elite health boost should the health of this elite be?
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# Setting type: Single
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# Default value: 2
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Health Multiplier of Elite = 2
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## What should the duration of forced cooldown for the abyssal dash ability be for players?
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# Setting type: Single
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# Default value: 2
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Forced Cooldown Duration Between Player Blinks = 2
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[Equipment]
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## Do you wish to disable every equipment in Aetherium?
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# Setting type: Boolean
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# Default value: false
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Disable All Equipment? = false
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[Equipment: Bell Totem]
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## Should this equipment appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Equipment? = true
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## How long in seconds should we have to wait to activate the Bell Totem each time?
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# Setting type: Single
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# Default value: 1
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Time Between Consecutive Uses = 1
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## What should the radius of the bell ring shockwave be (in meter(s))?
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# Setting type: Single
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# Default value: 25
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Radius of Bell Ring Shockwave = 25
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## What should the force be for the bell ring shockwave?
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# Setting type: Single
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# Default value: 6000
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Force of Bell Ring Shockwave = 6000
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## How long in seconds should we have to wait before we can use another equipment stock of Bell Totem?
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# Setting type: Single
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# Default value: 2
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Forced Cooldown Time Between Equipment Uses = 2
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[Equipment: Bloody Fealty]
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## Should this elite equipment appear in runs? If disabled, the associated elite will not appear in runs either.
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# Setting type: Boolean
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# Default value: true
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Enable Elite Equipment? = true
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[Equipment: Jar Of Reshaping]
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## Should this equipment appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Equipment? = true
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## What radius should the jar devour bullets? (in meters)
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# Setting type: Single
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# Default value: 20
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Base Projectile Absorption Radius = 20
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## How long should the jar be in the projectile absorption state? (In seconds)
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# Setting type: Single
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# Default value: 3
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Projectile Absorption Time / SUCC Mode Duration = 3
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## How long should the jar's main cooldown be? (In seconds)
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# Setting type: Single
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# Default value: 20
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Cooldown Duration of Jar = 20
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## If artifact of chaos is on, should we be able to absorb projectiles from other players?
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# Setting type: Boolean
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# Default value: false
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I Want To Lose Friends In Chaos Mode = false
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## Should the jar fire a copy of the projectile it absorbed?
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# Setting type: Boolean
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# Default value: true
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Spawn Copy of Original Projectile from Jar of Reshaping? = true
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[Interactable: Buff Brazier]
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## Should this interactable appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Interactable? = true
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## If set to true, the Buff Brazier will select buffs from the entire buff catalog instead of the curated list.
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# Setting type: Boolean
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# Default value: false
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Enable All BuffCatalog Entries for Flame Selection? = false
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[Interactable: Buff Brazier Buffs]
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## Should this buff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Warcry: Enable in Runs? = true
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## Should this buff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Jade Elephant: Enable in Runs? = true
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## Should this buff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Super Leech: Enable in Runs? = true
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## Should this buff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Brainstalks: Enable in Runs? = true
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## Should this buff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Double XP and Double Gold: Enable in Runs? = true
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[Interactable: Buff Brazier Debuffs]
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## Should this debuff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Cripple: Enable in Runs? = true
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## Should this debuff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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80 Percent Slowdown: Enable in Runs? = true
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## Should this debuff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Mercenary Expose: Enable in Runs? = true
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## Should this debuff be able to appear in runs?
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# Setting type: Boolean
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# Default value: true
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Soul Linked: Enable in Runs? = true
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[Item: Accursed Potion]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## Should this item be able to emit sounds in certain conditions?
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# Setting type: Boolean
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# Default value: true
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Enable Sounds? = true
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## What should the base duration of the Accursed Potion sip cooldown be? (Default: 30 (30s))
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# Setting type: Single
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# Default value: 30
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Base Duration of Sip Cooldown = 30
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## How far should each stack reduce the cooldown? (Default: 0.75 (100% - 75% = 25% Reduction per stack))
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# Setting type: Single
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# Default value: 0.75
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Percentage of Cooldown Reduction per Additional Stack = 0.75
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## What radius of buff/debuff sharing should the first pickup have? (Default: 20m)
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# Setting type: Single
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# Default value: 20
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Default Radius of Accursed Potion Effect Sharing = 20
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## What additional radius of buff/debuff sharing should each stack after grant? (Default: 5m)
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# Setting type: Single
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# Default value: 5
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Additional Radius Granted per Additional Stack = 5
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## How many buffs or debuffs should we be able to have? (Default: 8)
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# Setting type: Int32
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# Default value: 8
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Max Potion Effects Allowed = 8
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## Which buffs and debuffs should not be allowed to roll via Accursed Potion?
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# Setting type: String
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# Default value:
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Blacklisted Buffs and Debuffs =
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[Item: Alien Magnet]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## What should the starting pull force multiplier of the Alien Magnet's pull be?
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# Setting type: Single
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# Default value: 20
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Starting Pull Force Multiplier = 3
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## How much additional force multiplier should be granted per Alien Magnet stack?
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# Setting type: Single
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# Default value: 5
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Additional Pull Force Multiplier per Stack = 2
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## Should we use the old, chaotic functionality of Alien Magnet?
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# Setting type: Boolean
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# Default value: false
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Use Old Alien Magnet Functionality? = false
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## What should the minimum force multiplier be for the Alien Magnet? (OLD FUNCTIONALITY ONLY)
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# Setting type: Single
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# Default value: 3
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Minimum Pull Force Multiplier = 3
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## What should the maximum force multiplier be for the Alien Magnet? (OLD FUNCTIONALITY ONLY)
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# Setting type: Single
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# Default value: 10
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Maximum Pull Force Multiplier = 10
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[Item: Blaster Sword]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## Do you wish to start feeling motivated now?
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# Setting type: Boolean
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# Default value: false
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Use Alternate Blaster Sword Model = false
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## Should the particle effects for the models be enabled?
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# Setting type: Boolean
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# Default value: true
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Enable Particle Effects = true
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## Should the swords impale and stick to targets (true), or pierce and explode on world collision (false)?
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# Setting type: Boolean
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# Default value: true
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Use Impale Projectile Variant? = true
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## In percentage, how much of the wielder's damage should we have for the sword projectile? (2 = 200%)
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# Setting type: Single
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# Default value: 2
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Base Damage Inheritance Multiplier = 2
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## In percentage, how much of the wielder's damage should we add per additional stack? (0.5 = 50%)
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# Setting type: Single
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# Default value: 0.5
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Damage Multiplier Gained per Additional Stacks = 0.5
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## Should the Blaster Sword projectiles home in on enemies?
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# Setting type: Boolean
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# Default value: false
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Homing Projectiles = false
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## Should having any amount of barrier allow you to use the effect of Blaster Sword?
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# Setting type: Boolean
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# Default value: false
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Any Barrier Grants Blaster Sword Activation Buff = false
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[Item: Bloodthirsty Shield]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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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
|
|
|
|
## If set to true, will use the new icon art drawn by WaltzingPhantom, else it will use the old icon art.
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Use Alternative Icon Art? = false
|
|
|
|
## How much shield in percentage should be restored per kill? 0.1 = 10%
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Percentage of Shield Restored per Kill = 0.1
|
|
|
|
## How much additional shield per kill should be granted with diminishing returns (hyperbolic scaling) on additional stacks? 0.1 = 10%
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Additional Shield Restoration Percentage per Additional BSS Stack (Diminishing) = 0.1
|
|
|
|
## What should our maximum percentage shield restored per kill be? 0.5 = 50%
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Absolute Maximum Shield Restored per Kill = 0.5
|
|
|
|
## How much should the starting shield be upon receiving the item? 0.08 = 8%
|
|
# Setting type: Single
|
|
# Default value: 0.08
|
|
Shield Granted on First BSS Stack = 0.08
|
|
|
|
[Item: Engineers Toolbelt]
|
|
|
|
## 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 chance in percentage should a drone or turret have of duplicating on purchase with the first stack of this?
|
|
# Setting type: Single
|
|
# Default value: 0.2
|
|
Base Duplication Percent Chance = 0.2
|
|
|
|
## What chance in percentage should a drone or turret have of duplicating on purchase per additional stack? (hyperbolically)
|
|
# Setting type: Single
|
|
# Default value: 0.2
|
|
Additional Duplication Percentage Chance = 0.2
|
|
|
|
## What chance in percentage should a drone or turret have of reviving on death with the first stack of this?
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Base Revival Percentage Chance = 0.1
|
|
|
|
## What chance in percentage should a drone or turret have of reviving on death per additional stack?
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Additional Revival Percentage Chance = 0.1
|
|
|
|
[Item: Feathered Plume]
|
|
|
|
## 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
|
|
|
|
## If set to true, will use the new icon art drawn by WaltzingPhantom, else it will use the old icon art.
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Use Alternative Icon Art? = false
|
|
|
|
## How many seconds should feathered plume's buff last with a single feathered plume?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Base Duration of Buff with One Feathered Plume = 5
|
|
|
|
## How many additional seconds of buff should each feathered plume after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Additional Duration of Buff per Feathered Plume Stack = 0.5
|
|
|
|
## How many buff stacks should each feather give?
|
|
# Setting type: Int32
|
|
# Default value: 3
|
|
Stacks of Buff per Feathered Plume = 3
|
|
|
|
## How much movement speed in percent should each stack of Feathered Plume's buff give? (0.07 = 7%)
|
|
# Setting type: Single
|
|
# Default value: 0.07
|
|
Movement speed per Feathered Plume Buff Stack = 0.07
|
|
|
|
[Item: Heart of the Void]
|
|
|
|
## 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
|
|
|
|
## How fast should the camera spin around the circle? (0.0125 = PI * 0.0125 or 1 half circle * 0.0125 per tick)
|
|
# Setting type: Single
|
|
# Default value: 0.0125
|
|
Void Implosion Camera Spin Speed = 0.0125
|
|
|
|
## How high should the damage multiplier be for the void implosion? (120 for example, is currentDamage * 120))
|
|
# Setting type: Single
|
|
# Default value: 120
|
|
Void Implosion Damage Multiplier = 120
|
|
|
|
## What should the first Heart of the Void pickup's void implosion radius be? (Default: 15 (That is to say, 15m))
|
|
# Setting type: Single
|
|
# Default value: 15
|
|
Base Radius of Void Implosion = 15
|
|
|
|
## What should additional Heart of the Void pickups increase the radius of the void implosion by? (Default: 7.5 (That is to say, 7.5m))
|
|
# Setting type: Single
|
|
# Default value: 7.5
|
|
Additional Implosion Radius per Additional Heart of the Void = 7.5
|
|
|
|
## What percentage of health should the first Heart of the Void pickup have the ticking time bomb activation be? (Default: 0.3 (30%))
|
|
# Setting type: Single
|
|
# Default value: 0.3
|
|
Ticking Time Bomb Threshold = 0.3
|
|
|
|
## How much additional percentage should we add to the ticking time bomb threshold per stack of Heart of the Void? (Default: 0.05 (5%))
|
|
# Setting type: Single
|
|
# Default value: 0.05
|
|
Percentage Raise in Ticking Time Bomb Threshold per Additional Heart of the Void = 0.05
|
|
|
|
## How high should our maximum ticking time bomb health threshold be? (Default: 0.99 (99%))
|
|
# Setting type: Single
|
|
# Default value: 0.99
|
|
Absolute Max Ticking Time Bomb Threshold = 0.99
|
|
|
|
## How should long should our Heart of the Void usage cooldown duration be? (Default: 30 (30 seconds))
|
|
# Setting type: Single
|
|
# Default value: 30
|
|
Duration of Heart of the Void Cooldown After Use = 30
|
|
|
|
## What revival items should be consumed before Heart of the Void activates? (generally no spaces, comma delimited) E.g.: ExtraLife,ExtraLifeConsumed
|
|
# Setting type: String
|
|
# Default value:
|
|
Revival Items =
|
|
|
|
[Item: Inspiring Drone]
|
|
|
|
## 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 you have to go through the process of unlocking the inspiring drone?
|
|
# Setting type: Boolean
|
|
# Default value: true
|
|
Should the Inspiring Drone be required to be unlocked? = true
|
|
|
|
## Should the Inspiring Drone show up in the Tier2 (Green Rarity) item pool instead of the Tier3 (Red Rarity) item pool?
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Should the Inspiring Drone be Green Rarity instead of Red Rarity? = false
|
|
|
|
## Do you want to set all the values of the Drone's stats at once? If false, prepare for a long description.
|
|
# Setting type: Boolean
|
|
# Default value: true
|
|
Set All Stat Gain Percentages at Once? = true
|
|
|
|
## What percentage of stats from the drone's owner do we transfer over to the drones per stack? 0.5 = 50%
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Stat Gain Percentage (All) = 0.5
|
|
|
|
## What percentage of the damage stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Damage Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the attack speed stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Attack Speed Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the critical chance stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Critical Chance Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the health stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Health Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the regeneration stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Regeneration Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the armor stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Armor Stat Gain (Individual) = 0.5
|
|
|
|
## What percentage of the movement speed stat from the drone's owner do we transfer over to the drones per stack?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Movement Speed Stat Gain (Individual) = 0.5
|
|
|
|
## How many seconds till we teleport turrets (tracked individually) close to their owner? (in seconds)
|
|
# Setting type: Single
|
|
# Default value: 40
|
|
Duration of Turret Teleportation Cooldown = 40
|
|
|
|
## How many seconds till we teleport drone (tracked individually) close to their owner? (in seconds)
|
|
# Setting type: Single
|
|
# Default value: 30
|
|
Duration of Drone Teleportation Cooldown = 30
|
|
|
|
## How far out should we place turrets from the owner when teleporting them? (in meters)
|
|
# Setting type: Single
|
|
# Default value: 20
|
|
Distance Away from Owner to Teleport Turrets = 20
|
|
|
|
## How far out should we place drone from the owner when teleporting them? (in meters)
|
|
# Setting type: Single
|
|
# Default value: 30
|
|
Distance Away from Owner to Teleport Drone = 30
|
|
|
|
[Item: Nail Bomb]
|
|
|
|
## 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
|
|
|
|
## If true, Nail Bomb drops from your position after a delay.
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Use Alternate Item Implementation? = false
|
|
|
|
## What world relative vector should we fire the Nail Bomb's child projectiles?
|
|
# Setting type: Vector3
|
|
# Default value: {"x":0.0,"y":-1.0,"z":0.0}
|
|
Nail Bomb Child Direction Vector = {"x":0.0,"y":-1.0,"z":0.0}
|
|
|
|
## What should be the most minimal spread angle of the Nail Bomb's child projectiles?
|
|
# Setting type: Single
|
|
# Default value: 0
|
|
Nail Bomb Child Min Spread Angle = 0
|
|
|
|
## What should be the most maximal spread angle of the Nail Bomb's child projectiles?
|
|
# Setting type: Single
|
|
# Default value: 45
|
|
Nail Bomb Child Max Spread Angle = 45
|
|
|
|
## What percentage of damage should we deal in a single hit to activate the effect of this item?
|
|
# Setting type: Single
|
|
# Default value: 1.2
|
|
Percent Damage Threshold Required to Activate Effect = 1.2
|
|
|
|
## How many nails should get released upon explosion of the projectile?
|
|
# Setting type: Int32
|
|
# Default value: 20
|
|
Amount of Nails per Nail Bomb = 20
|
|
|
|
## What percentage of damage should each nail in the nail bomb deal?
|
|
# Setting type: Single
|
|
# Default value: 0.3
|
|
Percent Damage per Nail in Nail Bomb = 0.3
|
|
|
|
## What additional percentage of the body's damage should be given per additional stacks of Nail Bomb?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Percent Damage Bonus of Additional Stacks = 0.5
|
|
|
|
## What should be the immunity duration to the effect of Nail Bomb implementation 1 for enemies? (if 0, you will regret its absurdity)
|
|
# Setting type: Single
|
|
# Default value: 2
|
|
Cooldown for Nail Bomb Absurdity Limiter = 2
|
|
|
|
## How many seconds should we wait between Nail Bomb drops for the first stack?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Delay Between Nail Bomb Drops in Alternate Implementation = 10
|
|
|
|
## What percentage should we reduce the cooldown duration of Nail Bomb Alternate Implementation? (hyperbolically).
|
|
# Setting type: Single
|
|
# Default value: 0.2
|
|
Duration Percentage is Reduced By With Additional Stacks = 0.2
|
|
|
|
[Item: Shark Teeth]
|
|
|
|
## 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
|
|
|
|
## How much damage in percentage should be spread out over time?
|
|
# Setting type: Single
|
|
# Default value: 0.25
|
|
Base Damage Spread Percentage = 0.25
|
|
|
|
## How much damage in percentage should be spread out over time with diminishing returns (hyperbolic scaling) on additional stacks?
|
|
# Setting type: Single
|
|
# Default value: 0.25
|
|
Damage Spread Percentage Gained Per Stack (Diminishing) = 0.25
|
|
|
|
## What should our maximum percentage damage spread over time be?
|
|
# Setting type: Single
|
|
# Default value: 0.75
|
|
Absolute Maximum Damage Spread Percentage = 0.75
|
|
|
|
## How many seconds should the damage be spread out over?
|
|
# Setting type: Single
|
|
# Default value: 2
|
|
Damage Spread Duration = 2
|
|
|
|
## How many ticks of damage during our duration (as in how divided is our damage)?
|
|
# Setting type: Int32
|
|
# Default value: 5
|
|
Damage Spread Ticks (Segments) = 5
|
|
|
|
## Should the Shark Teeth's bleed ticks be unable to kill you? If this is set to true, it will void any damage from segments that would kill you.
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Shark Teeth Effect is Non-Lethal = false
|
|
|
|
[Item: Shielding Core]
|
|
|
|
## 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 the particle effects for the models be enabled?
|
|
# Setting type: Boolean
|
|
# Default value: true
|
|
Enable Particle Effects = true
|
|
|
|
## How much armor should the first Shielding Core grant?
|
|
# Setting type: Single
|
|
# Default value: 15
|
|
First Shielding Core Bonus to Armor = 15
|
|
|
|
## How much armor should each additional Shielding Core grant?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Additional Shielding Cores Bonus to Armor = 10
|
|
|
|
## How much should the starting shield be upon receiving the item?
|
|
# Setting type: Single
|
|
# Default value: 0.08
|
|
First Shielding Core Bonus to Max Shield = 0.08
|
|
|
|
[Item: Unstable Design]
|
|
|
|
## 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
|
|
|
|
## How many seconds into a stage/life before the Lunar Chimera can spawn for the first time?
|
|
# Setting type: Single
|
|
# Default value: 15
|
|
Seconds Before First Lunar Chimera Spawn = 15
|
|
|
|
## What should be our duration between summoning the Lunar Chimera?
|
|
# Setting type: Single
|
|
# Default value: 30
|
|
Duration of Chimera Resummoning Cooldown = 30
|
|
|
|
## If the Lunar Chimera has lost line of sight, what should the cooldown be between checking for targets?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Duration of Chimera Retargeting Cooldown = 10
|
|
|
|
## What is the closest distance the Lunar Chimera should spawn to the user?
|
|
# Setting type: Single
|
|
# Default value: 80
|
|
Minimum Spawn Distance Away From User = 80
|
|
|
|
## What is the furthest distance away the Lunar Chimera should spawn away from the user?
|
|
# Setting type: Single
|
|
# Default value: 170
|
|
Maximum Spawn Distance Away From User = 170
|
|
|
|
## What should the Lunar Chimera's base damage boost be? (Default: 40 (400% damage boost). This is how many damage boosting items we give it, which give it a 10% damage boost each. Whole numbers only. First stack.)
|
|
# Setting type: Int32
|
|
# Default value: 40
|
|
Base Damage Boosting Item Amount = 40
|
|
|
|
## What should the Lunar Chimera's additional damage boost be per stack? (Default: 10 (100% damage boost). This is how many damage boosting items we give it, which give it a 10% damage boost each. Whole numbers only.)
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# Setting type: Int32
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# Default value: 10
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Additional Damage Boosting Item Amount = 10
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## What should the Lunar Chimera's base HP boost be? (Default: 10 (100% HP boost). This is how many HP Boost items we give it, which give it a 10% HP boost each. Whole numbers only.)
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# Setting type: Int32
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# Default value: 10
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HP Boosting Item Amount = 10
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## What should the Lunar Chimera's base attack speed boost be? (Default: 30 (300% attack speed boost). This is how many attack speed boost items we give it, which give it a 10% attack speed boost each. Whole numbers only.)
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# Setting type: Int32
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# Default value: 30
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Attack Speed Item Amount = 30
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## What should the Lunar Chimera's base movement speed boost be? (Default: 2 (28% movement speed boost). This is how many goat hooves we give it, which give it a 14% movement speed boost each. Whole numbers only.)
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# Setting type: Int32
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# Default value: 2
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Movement Speed Item Amount = 2
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## Should a targeting indicator appear over things targeted by the Unstable Design?
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# Setting type: Boolean
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# Default value: true
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Enable Targeting Indicator? = true
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## Should Unstable Design Pull Aggro? If true, anything targeted by the Unstable Design (outside of players) will start attacking it.
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# Setting type: Boolean
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# Default value: true
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Should Unstable Design Pull Aggression From Its Targets? = true
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## Should the default primary (Lunar Sprint Shards) be replaced with the Lunar Exploder's Primary (Tri-Orb Shot) if Artifact of the King is installed?
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# Setting type: Boolean
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# Default value: false
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Replace Unstable Design Air Skill if AOTK is Installed = false
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[Item: Weighted Anklet]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## How much knockback reduction in percentage should be given for each Weighted Anklet?
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# Setting type: Single
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# Default value: 0.25
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Base Knockback Reduction Percentage = 0.25
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## How much attack speed in percentage should be reduced per Weighted Anklet?
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# Setting type: Single
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# Default value: 0.1
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Base Attack Speed Reduction Percentage = 0.1
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## What should the lowest percentage that we should be able to reduce attack speed to be?
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# Setting type: Single
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# Default value: 0.1
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Absolute Lowest Attack Speed Reduction Percentage = 0.1
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## How much movement speed in percentage should be reduced per Weighted Anklet?
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# Setting type: Single
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# Default value: 0.1
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Base Movement Speed Reduction Percentage = 0.1
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## What should the lowest percentage we should be able to reduce movement speed to be?
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# Setting type: Single
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# Default value: 0.1
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Absolute Lowest Movement Speed Reduction Percentage = 0.1
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## How much attack speed should we gain per Limiter Release?
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# Setting type: Single
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# Default value: 0.25
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Attack Speed Gained per Limiter Release (Flat) = 0.25
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## How much movement speed should we gain per Limiter Release?
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# Setting type: Single
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# Default value: 1
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Movement Speed Gained per Limiter Release (Flat) = 1
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## How much damage in percent should we gain per Limiter Release?
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# Setting type: Single
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# Default value: 0.05
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Damage Percentage Gained per Limiter Release (Percentile) = 0.05
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## How long (in seconds) should we have to wait for the first stack to replenish?
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# Setting type: Single
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# Default value: 10
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Base Dodge Depletion Cooldown Duration = 10
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## How long (in seconds) should we have to wait per each additional dodge stack to replenish?
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# Setting type: Single
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# Default value: 5
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Additional Dodge Depletion Cooldown Duration for Additional Dodge Stacks = 5
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[Item: Witches Ring]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## What threshold should damage have to pass to trigger the Witches Ring?
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# Setting type: Single
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# Default value: 5
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Damage Multiplier Required in a Hit to Activate = 5
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## What should be the base duration of the Witches Ring cooldown?
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# Setting type: Single
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# Default value: 10
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Duration of Cooldown After Use = 10
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## What percentage (hyperbolically) should each additional Witches Ring reduce the cooldown duration?
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# Setting type: Single
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# Default value: 0.1
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Cooldown Duration Reduction per Additional Witches Ring (Diminishing) = 0.1
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## Should the cooldown effect be applied in the same manner as Kjaro/Runald Bands, or on the victim of the effect?
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# Setting type: Boolean
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# Default value: false
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Global Cooldown On Use = false
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[Item: Zenith Accelerator]
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## Should this item appear in runs?
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# Setting type: Boolean
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# Default value: true
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Enable Item? = true
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## Should the AI not be able to obtain this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from AI Use? = false
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## Should the printers be able to print this item?
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# Setting type: Boolean
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# Default value: false
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Blacklist Item from Printers? = false
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## Should we require this item to be unlocked before it appears in runs? (Will only affect items with associated unlockables.)
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# Setting type: Boolean
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# Default value: true
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Require Unlock = true
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## How far down should we reduce attack speed by at 0 stacks of the Zenith Acceleration Buff? (0.5f results in reducing attack speed by half, an additional pickup of the item reduces it twice as much as the first.)
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# Setting type: Single
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# Default value: 0.5
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Exponential Base Multiplier = 0.5
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## How much bonus in percentage towards our cap should we get per hit?
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# Setting type: Single
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# Default value: 0.1
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Percentage Increase per Hit = 0.1
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## What should be our base cap for the attack speed bonus granted to us at full Zenith Acceleration stacks?
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# Setting type: Single
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# Default value: 3
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Base Percentage Max of Zenith Acceleration Attack Speed Bonus = 3
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## How much higher should our base percentage cap go with additional Zenith Accelerator stacks?
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# Setting type: Single
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# Default value: 1
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Additional Percentage Cap per Additional Stack = 1
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## How long should the base Zenith Acceleration stack be?
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# Setting type: Single
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# Default value: 3
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Duration of Zenith Acceleration Stack = 3
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[Items]
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## Do you wish to disable every item in Aetherium?
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# Setting type: Boolean
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# Default value: false
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Disable All Items? = false
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