411 lines
13 KiB
INI
411 lines
13 KiB
INI
## Settings file was created by plugin Supply Drop v1.4.10
|
|
## Plugin GUID: com.K1454.SupplyDrop
|
|
|
|
[Item: Echo-Voltaic Plankton]
|
|
|
|
## 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 shield as a % of max HP should you gain with the first echo-voltaic plankton? (.08 = 8%)
|
|
# Setting type: Single
|
|
# Default value: 0.08
|
|
Shield Gained with First Stack of Echo-Voltaic Plankton = 0.08
|
|
|
|
## How much shield should you gain when you hit an enemy?
|
|
# Setting type: Single
|
|
# Default value: 1
|
|
Amount of Shield Gained on Hit = 1
|
|
|
|
[Item: Hardened Bone Fragments]
|
|
|
|
## 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 armor should you gain on kill with a single hardened bone fragments?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Base Armor Gained on Kill with 1 Hardened Bone Fragments = 5
|
|
|
|
## How much additional armor gained on kill should each hardened bone fragments after the first give?
|
|
# Setting type: Single
|
|
# Default value: 1
|
|
Additional Armor Gained on Kill per Hardened Bone Fragments = 1
|
|
|
|
## How much % max HP lost should it take to lose 1 armor buff stack? This is in addition to a base 1 stack lost to any damage.
|
|
# Setting type: Single
|
|
# Default value: 2
|
|
Percent of Max HP to Lose 1 Armor Buff Stack = 2
|
|
|
|
[Item: Numbing Berries]
|
|
|
|
## 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 armor should you gain upon taking damage with a single numbing berries?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Base Armor Gained on Taking Damage with 1 Numbing Berries = 10
|
|
|
|
## How much additional armor gained upon taking damage should each numbing berries after the first give?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Additional Armor Gained on Taking Damage per Numbing Berries = 5
|
|
|
|
## How long should the armor boost last for with a single numbing berries, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 2
|
|
Base duration of the Armor Boost with 1 Numbing Berries = 2
|
|
|
|
## How much additional armor boost duration should each numbing berries after the first give, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Additional duration of the Armor Boost per Numbing Berries = 0.5
|
|
|
|
[Item: Quantum Shield Stabilizer]
|
|
|
|
## 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 shield as a % of max HP should you gain with the first quantum shield stabilizer? (.16 = 16%)
|
|
# Setting type: Single
|
|
# Default value: 0.16
|
|
Shield Gained with First Stack of Quantum Shield Stabilizer = 0.16
|
|
|
|
## How long should the QSS take before its effect is off cooldown, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Base Cooldown on Shield Gate Ability with 1 Quantum Shield Stabilizer = 5
|
|
|
|
## How much cooldown reduction should each quantum shield stabilizer after the first give, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 1
|
|
Additional Reduction of Cooldown on Shield Gate Ability per Quantum Shield Stabilizer = 1
|
|
|
|
[Item: Salvaged Wires]
|
|
|
|
## 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 shield as a % of max HP should you gain with a single salvaged wires? (.04 = 4%)
|
|
# Setting type: Single
|
|
# Default value: 0.04
|
|
Base Shield Gained with 1 Salvaged Wires = 0.04
|
|
|
|
## How much additional shield as a % of max HP should each salvaged wires after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.02
|
|
Additional Shield Gained per Salvaged Wires = 0.02
|
|
|
|
## How much attack speed should you gain with a single salvaged wires? (.1 = 10%)
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Base Attack Speed Gained with 1 Salvaged Wires = 0.1
|
|
|
|
## How much additional attack speed should each salvaged wires after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Additional Attack Speed Gained per Salvaged Wires = 0.1
|
|
|
|
[Item: Shell Plating]
|
|
|
|
## 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 armor should you gain on kill? (Multiplies by # of stacks of Shell Plating you have)
|
|
# Setting type: Single
|
|
# Default value: 0.5
|
|
Armor Gained on Kill = 0.5
|
|
|
|
## What should be the max armor obtainable with a single shell plating?
|
|
# Setting type: Single
|
|
# Default value: 25
|
|
Base Max Armor Obtainable with 1 Shell Plating = 25
|
|
|
|
## How much should the max armor obtainable increase by for each shell plating after the first?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Additional Max Armor Obtainable per Shell Plating = 10
|
|
|
|
[Item: Tome of Bloodletting]
|
|
|
|
## 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 tome of bloodletting be haunted with the spirit of a wise-cracking, explosives-loving cursed book?
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Dare Ye Gaze Upon This Accursed Tome? = false
|
|
|
|
## How often should the tome speak when you are damaged, in percentage? (.1 = 10%)
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Chance of Book Speaking = 0.1
|
|
|
|
## What should be the max damage boost obtainable with a single tome of bloodletting?
|
|
# Setting type: Single
|
|
# Default value: 20
|
|
Max Damage Boost Obtainable with 1 Tome of Bloodletting = 20
|
|
|
|
## How much should the max damage boost obtainable increase by for each tome of bloodletting after the first??
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Additional Max Damage Boost Obtainable per Tome of Bloodletting = 10
|
|
|
|
## What percentage of the damage you take should be converted into the damage boost with a single tome of bloodletting? (.1 = 10%)
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Percent of Damage Taken Converted Into Damage Boost = 0.1
|
|
|
|
## What additional percentage of the damage you take should each tome of bloodletting, after the first, convert into the damage boost?
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Additional Armor Gained on Kill per Hardened Bone Fragments = 0.1
|
|
|
|
[Item: Unassuming Tie]
|
|
|
|
## 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 shield as a % of max HP should you gain with a single unassuming tie? (.04 = 4%)
|
|
# Setting type: Single
|
|
# Default value: 0.04
|
|
Base Shield Gained with 1 Unassuming Tie = 0.04
|
|
|
|
## How much additional shield as a % of max HP should each unassuming tie after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.02
|
|
Additional Shield Gained per Unassuming Tie = 0.02
|
|
|
|
## How long should the Winded debuff last for, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 10
|
|
Duration of the Winded Debuff = 10
|
|
|
|
## How long should the Second Wind Buff last for at base, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Base duration of the Second Wind Buff = 5
|
|
|
|
## What should the value that is multiplied by your shield/HP ratio to find the bonus duration of the Second Wind buff be, in seconds?
|
|
# Setting type: Single
|
|
# Default value: 5
|
|
Value for bonus duration of the Second Wind Buff = 5
|
|
|
|
## How much movement speed should you gain with a single unassuming tie? (.1 = 15%)
|
|
# Setting type: Single
|
|
# Default value: 0.15
|
|
Base Movement Speed Gained with 1 Unassuming Tie = 0.15
|
|
|
|
## How much additional movement speed should each unassuming tie after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.1
|
|
Additional Movement Speed Gained per 1 Unassuming Tie = 0.1
|
|
|
|
[Item: Vintage Plague Hat]
|
|
|
|
## 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 HP, as a % of max HP, should you gain with a single vintage plague hat? (.01 = 1%)
|
|
# Setting type: Single
|
|
# Default value: 0.01
|
|
Base HP Gained for Each Utility Item with 1 Vintage Plague Hat = 0.01
|
|
|
|
## How much additional HP, as a % of max HP, should each vintage plague hat after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.01
|
|
Additional HP Gained for Each Utility Item per Vintage Plague Hat = 0.01
|
|
|
|
[Item: Vintage Plague Mask]
|
|
|
|
## 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 bonus healing per Damage item should you gain with a single Vintage Plague Mask? (.02 = 2%)
|
|
# Setting type: Single
|
|
# Default value: 0.02
|
|
Base Bonus Healing Gained with 1 Vintage Plague Mask = 0.02
|
|
|
|
## How much additional bonus healing per Damage item should each Vintage Plague Mask after the first give?
|
|
# Setting type: Single
|
|
# Default value: 0.02
|
|
Additional Bonus Healing Gained per Vintage Plague Mask = 0.02
|
|
|
|
[Items]
|
|
|
|
## Do you wish to disable every item in Aetherium?
|
|
# Setting type: Boolean
|
|
# Default value: false
|
|
Disable All Items? = false
|
|
|