Sindusk

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Sindusk Server Mods

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Hi everyone. In an attempt to not "spam" these forums since I keep making more and more server mods, I am going to condense them all into one thread like the other smart modders out there like Ago, Bdew and WalkerInTheVoid. You can download them all individually or simply browse the folder where I'm storing all of them:

 

Sindusk Server Mod Folder (Google Drive)

 

Here's some details about everything you'll find in there:

 

Armoury

Mod Thread - Download

 

While primarily consisting of bug fixes and minor tweaks, this should give server owners the control over weapons and armour that has been desperately missing from our modding community for some time.

 

  • Primary Features
    • Change Weapon Swing Timer - Ever get sick of being capped to 3 seconds per swing minimum? Think it's too fast? Now you have the power to change that. Allow knives to hit every second, or once every 10 seconds.
    • Enable Non-Player Crits - Crits are fun. Why limit them to PvP? Let yourself feel stronger by allowing yourself to critically strike the animals and monsters of the world. Be careful though, if you do this, they can critically hit you back!
    • Rare Swing Timer Reduction - Rare weaponry is exceptionally useless by default, offering a pitiful crit chance increase. Well without this mod, you can't crit NPC's anyway. Beyond that, the crit increase is still bad. So I've fixed that! Now you can allow rare, supreme, and fantastic weaponry to actually reduce the swing timer of the weapons. That supreme huge axe you made specifically for that unique slaying now actually does something special! The amount they reduce swings by is configurable, and defaults to 0.2 seconds per rarity level.
  • Bug Fixes
    • Armour Limit Buff Bug - Go into your server. Equip a full set of plate. Take all the plate off. Look at your buff bar. This fixes that.
    • Armour Limit Spell Effect Bug - Similar to the above, spell effects always show as "Bonus" instead of "Penalty" in the Spell Effects, even when the value is negative. This fixes that.
    • Saved Swing Timer Removal - Ever shield bash, then immediately get two hits off in succession? That's because the swing timer is actually still ticking when the shield bash action is ticking. This removes that interaction, and others, by reducing the swing timer back to 0 as soon as you land a hit, ensuring that you don't cheese the system with free hits for no reason. This option is configurable for those who feel this maneuver is skillful and not a bug.
  • Configurable Weapon & Armour Settings
    • Armour Reduction Values - Edit the damage reduction values on all types of armour, from cloth to dragonscale. Want dragonscale to be better than glimmersteel plate? This allows you to do that. On the topic of moon metals, damage modifiers from moon metal on plate gear (and others, if applicable) is also modifiable here.
    • Armour Limit Factor Values - Sick of having that -30% penalty to spellcasting while wearing plate? This allows you to edit those values for all types of armour. Remove the penalty entirely, or make it worse. The choice is yours.
    • Armour Movement Rate Values - Edit individual pieces of armour and adjust their movement penalties. For example, I like to reduce the penalty on plate breast plates and leggings from 9% to 8%. This mod allows me to do that.
    • Custom Weapon Values - Edit weapons and tune them to exactly how you want them. Values to modify: Base damage, swing speed, crit chance, reach, weight group (useless value I think?), parry percent, and skill penalty. This makes a great deal possible:
      • Remove the skill penalty from sickles to bring them in line with other weaponry.
      • Buff the damage of knives so they're viable weapons in combat.
      • Nerf the parry rates on swords to bring them more in line with other weaponry.
      • Allow previously incapable weapons to crit, such as small axes or legs (for when you get that kick inbetween theirs).

 

Included .properties file, including a write-out of all default weapon stats for reference:

Spoiler

classname=mod.sin.armoury.ArmouryMod
classpath=armoury.jar
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true

# -- Mod configuration section -- #
#enableNonPlayerCrits: Allows critical strikes against non-player characters. In vanilla Wurm, creatures can only deal critical strikes against players.
# Note: this will allow creatures to crit creatures as well, so tamed/charmed/dominated creatures can also be critically hit by aggressive mobs.
enableNonPlayerCrits=true
#fixArmourLimitBuffBug: Go into a server without this enabled. Equip a full set of plate. Take it off. Look at your buff bar. This fixes that. It's added as an option in case a WU update breaks the hook.
fixArmourLimitBuffBug=true
#fixArmourLimitSpellEffect: Similar to the above, the Spell Effect in the Spell Effects window of the game doesn't show armour limits properly. This helps correct that mistake. Option in case WU update breaks the hook.
fixArmourLimitSpellEffect=true

# -- Armour configuration section -- #
# > Armour Reduction < #
enableArmourReductionModifications=true
#This section allows you to configure the armour damage reduction values for each armour type. The values displayed here are the damage reduction multiplier at 100QL, scaling down using the Wurm formula.
# For example: plate is by default 0.7, giving 70% damage reduction to incoming attacks for a 100QL steel plate set.
# I have my own personal tastes when it comes to the armour reduction, so I will leave the default configuration commented out if you wish to use it, then include my personal setup.
# Final note: Unarmoured reduction is applied to most creatures, and scales using Oakshell. While the option is here, I recommend leaving it set at the default 0.05.
unarmouredReduction=0.05
#Default configuration (Worn armour):
#clothReduction=0.4
#leatherReduction=0.5
#studdedReduction=0.55
#chainReduction=0.6
#plateReduction=0.7
#drakeReduction=0.7
#dragonscaleReduction=0.75
#Custom configuration (Worn armour):
clothReduction=0.3
leatherReduction=0.45
studdedReduction=0.5
chainReduction=0.55
plateReduction=0.6
drakeReduction=0.625
dragonscaleReduction=0.675
#These are either unused or applied to creatures, not worn by players. I do not recommend changing them unless you know what you're doing
scaleReduction=0.5
ringReduction=0.55
splintReduction=0.6
# > Material Modifiers < #
#These are additive modifiers to damage reduction for moon metals.
# For example, adamantine by default gives 0.05, meaning 5% damage reduction on top the 70% that plate gives. Adamantine plate would give 75% damage reduction.
adamantineMaterialMod=0.05
glimmersteelMaterialMod=0.1
seryllMaterialMod=0.1
# > Limit Factor < #
#enableCustomArmourLimitFactors: This will enable or disable the usage of the section below entirely.
enableCustomArmourLimitFactors=true
#These values are meant to determine the bonus or reduction to spellcasting and archery while wearing armour.
# ** Valid values are between -0.99 and 0.3 only. Anything lower than -0.99 risks damaging the calculations in the game. Anything over 0.3 will simply apply as 0.3.
# I personally do not like the original setup of them, and will only leave a commented out "vanilla" setup, then using my own below.
#Vanilla Setup:
#clothArmourLimitFactor=0.3
#leatherArmourLimitFactor=0.3
#studdedArmourLimitFactor=0
#chainArmourLimitFactor=-0.15
#plateArmourLimitFactor=-0.3
#drakeArmourLimitFactor=-0.3
#dragonscaleArmourLimitFactor=-0.3
#Custom setup:
clothArmourLimitFactor=0.3
leatherArmourLimitFactor=0.3
studdedArmourLimitFactor=0.15
chainArmourLimitFactor=0.0
plateArmourLimitFactor=-0.15
drakeArmourLimitFactor=0.15
dragonscaleArmourLimitFactor=0
# > Movement Modifications < #
#enableArmourMovementModifications: This will enable or disable the usage of the section below entirely.
enableArmourMovementModifications=true
#This section will allow you to edit the percent reduction on all the default armor pieces.
#Simply add a property "armourMovement" then a dash and number. No two properties can be the same, so ensure they are all unique.
#> Setting plate body armour to 0.08 movement instead of 0.09
armourMovement-1:breast plate,0.08
#> Setting plate leggings to 0.08 movement instead of 0.09
armourMovement-2:plate leggings,0.08

#Full list of vanilla Wurm armour piece names:
# cloth hood ; cloth sleeve ; cloth jacket ; cloth shirt ; cloth glove ; cloth pants ; cloth shoe
# leather adventurer hat ; leather cap ; leather sleeve ; leather jacket ; leather glove ; leather pants ; leather boot
# studded leather cap ; studded leather sleeve ; studded leather jacket ; studded leather glove ; studded leather pants ; studded leather boot
# chain coif ; chain sleeve ; chain jacket ; chain gauntlet ; chain pants ; chain boot
# great helm ; basinet helm ; open helm ; plate vambrace ; breast plate ; plate gauntlet ; plate leggings ; plate sabaton
# drake hide cap ; drake hide sleeve ; drake hide jacket ; drake hide glove ; drake hide pants ; drake hide boot
# dragon scale sleeve ; dragon scale jacket ; dragon scale glove ; dragon scale pants ; dragon scale boot

# -- Weapon Configuration Section -- #
#minimumSwingTime: This will change the minimum swing timer for weaponry. By default, this is 3 seconds. That means no weapon can swing faster than once every 3 seconds.
# Now you have the power to change that. This can be set to any value you want (in seconds). When I set it to 0 and made a superfast weapon, the results were terrifying.
minimumSwingTime=2.0
#raresReduceSwingTime: If enabled, this will make rare, supreme, and fantastic weapons reduce the swing timer.
raresReduceSwingTime=true
#rareSwingSpeedReduction: The amount of time, in seconds, per rarity level, that rares should reduce the swing timer.
# Example: A value of 0.2 would make a rare reduce swing time by 0.2 seconds, supreme reduce swing time by 0.4 seconds, and fantastic reduce swing time by 0.6 seconds.
rareSwingSpeedReduction=0.2
#fixSavedSwingTimer: This one is hard to explain. Basically, when an action is performed (a shield bash, spell, etc.) the swing timer continues to tick.
# After the action, the player will swing, removing the "first swing" amount from the timer.
# That leaves the rest of the timer, allowing them to swing yet again almost immediately after, even with a slow weapon.
# This option removes this interaction and enforces a "set timer to 0" after each swing, ensuring that swings with weapons must be spaced apart properly.
# Some players might enjoy the "skill" in performing this type of action.
fixSavedSwingTimer=true

#enableCustomWeaponValues: This will enable or disable the usage of the section below entirely.
enableCustomWeaponValues=true
#This section will allow you to edit the damage, speed, crit chance, reach, weight group, parry percent, and skill penalty of the weapons in Wurm.
#Use the property "weapon" combined with the field capitalized ("Damage", "Speed", etc.), then the weapon id to change, a comma, then new value.
#This must use the weapon id because there are clashes with the name, where both huge and small axe are "axe"
# IMPORTANT NOTE: Ranged weapons (bows) do not work off these changes. They are a separate entity entirely. This is only for melee weapons.
#Here's some of my suggested changes as examples for what you can do:
#> Increase scythe damage to 10 from 9
weaponDamage-1:268,10
#> Increase halberd damage to 10.5 from 9
weaponDamage-2:706,10.5
#> Increase long spear damage to 9.5 from 8
weaponDamage-3:705,9.5
#> Increase steel spear damage to 10 from 9
weaponDamage-4:707,10
#> Increase steel staff damage to 9 from 8
weaponDamage-5:710,9
#> Increase shortsword damage to 4.5 from 4
weaponDamage-6:80,4.5

#> Increase scythe speed to 4.5 from 5
weaponSpeed-1:268,4.5
#> Increase large maul speed to 5.25 from 6
weaponSpeed-2:290,5.25

#Crit chance uses the decimal as a percent. 1 is a 100% crit chance. 0.05 is a 5% crit chance. The game forces a maximum of 3% crit in the combat code.
#> Give legs a 0.4% chance to crit, just in case you get lucky on your cheap shot
weaponCritChance-1:19,0.004

#Weapon reach determines the distance in combat for "too close" "good" and "too far" - this is an integer value so please don't use decimals.
#> Change planks to 1 range. Just for science and demonstration.
weaponReach-1:22,1

#I actually don't know what the weapon weight group does. I'll be commenting out my change because I don't want to break anything, but the option is there for you risk-takers!
#> Change "whip of One" to weight group 2
#weaponWeightGroup-1:514,2

#The parryPercent value is a factor in how well the weapon parries. Swords get an innate 4x bonus to this value in the combat code. Otherwise, it's a good indicator for how easy it is to parry.
#> Change sickle parry from 20% to 40%
weaponParryPercent-1:267,0.4

#Finally, the skillPenalty is a combat rating debuff applied to the player wearing this in their main hand. A skillPenalty of 2 will reduce the player's CR by 2 in combat just for wearing the weapon.
#While CR is generally considered an integer by the community, it actually works as a floating point value, so decimals do in fact work with skill penalty.
#> Reduce skill penalty on sickle to 1.0 from 2.0. Maybe it's good again?
weaponSkillPenalty-1:267,1.0
#> Reduce skill penalty on scythe to 0.5 from 2.0.
weaponSkillPenalty-2:268,0.5

# - My custom server settings - #
## Weapon Damage ##
#> Increase two hand sword damage to 10.5
weaponDamage-100:81,10.5
#> Increase butcher knife damage to 3.75
weaponDamage-101:93,3.75
#> Increase sacrifical knife damage to 4
weaponDamage-102:792,4
#> Increase longsword damage to 6.75
weaponDamage-103:21,6.5
#> Increase small maul damage to 5.5
weaponDamage-104:291,5.5
#> Increase small axe damage to 5.5
weaponDamage-105:3,5.5
#> Increase medium maul damage to 8.5
weaponDamage-106:292,8.5
#> Increase large axe damage to 8
weaponDamage-107:90,8
#> Increase carving knife damage to 5.5
weaponDamage-108:8,5.5

## Weapon Speed ##
#> Increase longsword speed to 3.75
weaponSpeed-100:21,3.75
#> Decrease sacrifical knife speed to 2.5
weaponSpeed-101:792,2.5
#> Increase small axe speed to 2.75
weaponSpeed-102:3,2.75
#> Increase medium maul speed to 4.75
weaponSpeed-103:292,4.75
#> Decrease carving knife speed to 2.75
weaponSpeed-104:8,2.75

## Weapon Crit Chance ##
#> Allow small axe to crit at 0.8%
weaponCritChance-100:3,0.008
#> Allow carving knife to crit at 2%
weaponCritChance-101:8,0.02

## Weapon Parry ##
#> Increase small axe parry to 50%
weaponParryPercent-100:3,0.5
#> Remove carving knife ability to parry
weaponParryPercent-101:8,0

## Weapon Skill Penalty ##
#> Remove the small axe skill penalty
weaponSkillPenalty-100:3,0
#> Increase carving knife skill penalty to 3
weaponSkillPenalty-101:8,3

#Full list of vanilla Wurm weapon names and their stats:
# "whip of One" (ID 514) stats: [6.0 damage], [2.0 speed], [0.0 critchance], [5 reach], [1 weightGroup], [0.1 parryPercent], [0.0 skillPenalty]
# "small axe" (ID 3) stats: [5.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "awl" (ID 390) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "hatchet" (ID 7) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "leather knife" (ID 392) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "carving knife" (ID 8) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "scissors" (ID 394) stats: [0.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "sickle" (ID 267) stats: [6.0 damage], [3.0 speed], [0.0039999997 critchance], [2 reach], [3 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "scythe" (ID 268) stats: [9.0 damage], [5.0 speed], [0.015999999 critchance], [5 reach], [4 weightGroup], [0.2 parryPercent], [2.0 skillPenalty]
# "hand" (ID 14) stats: [1.0 damage], [1.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [2.0 skillPenalty]
# "legs" (ID 19) stats: [1.0 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "pickaxe" (ID 20) stats: [1.5 damage], [5.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "longsword" (ID 21) stats: [5.5 damage], [4.0 speed], [0.0019999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "plank" (ID 22) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "shaft" (ID 23) stats: [0.5 damage], [4.0 speed], [0.0 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "sacrificial knife" (ID 792) stats: [1.5 damage], [2.0 speed], [0.006 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "saw" (ID 24) stats: [0.5 damage], [5.0 speed], [0.0019999999 critchance], [2 reach], [3 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "shovel" (ID 25) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "rake" (ID 27) stats: [0.5 damage], [5.0 speed], [0.0 critchance], [5 reach], [2 weightGroup], [1.0 parryPercent], [3.0 skillPenalty]
# "large maul" (ID 290) stats: [11.0 damage], [6.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "small maul" (ID 291) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "maul" (ID 292) stats: [8.0 damage], [5.0 speed], [0.006 critchance], [3 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crude knife" (ID 685) stats: [1.0 damage], [4.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude pickaxe" (ID 687) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "branch" (ID 688) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [3.0 skillPenalty]
# "crude shovel" (ID 690) stats: [1.0 damage], [6.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "crude shaft" (ID 691) stats: [1.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]
# "belaying pin" (ID 567) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "huge shod club" (ID 314) stats: [8.0 damage], [6.0 speed], [0.0019999999 critchance], [4 reach], [6 weightGroup], [1.0 parryPercent], [2.0 skillPenalty]
# "hammer" (ID 62) stats: [0.5 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "short bow" (ID 447) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "mallet" (ID 63) stats: [0.3 damage], [3.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.1 parryPercent], [3.0 skillPenalty]
# "bow" (ID 448) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 449) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long spear" (ID 705) stats: [8.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "halberd" (ID 706) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [6 reach], [8 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "spear" (ID 707) stats: [9.0 damage], [5.0 speed], [0.012 critchance], [7 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 710) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "staff" (ID 711) stats: [2.0 damage], [3.0 speed], [0.0 critchance], [2 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "short bow" (ID 459) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "bow" (ID 460) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "long bow" (ID 461) stats: [0.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [5 weightGroup], [1.0 parryPercent], [9.0 skillPenalty]
# "short sword" (ID 80) stats: [4.0 damage], [3.0 speed], [0.02 critchance], [2 reach], [1 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sword of Magranon" (ID 336) stats: [15.0 damage], [5.0 speed], [0.015999999 critchance], [4 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "two handed sword" (ID 81) stats: [9.0 damage], [5.0 speed], [0.01 critchance], [4 reach], [5 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Hammer of Magranon" (ID 337) stats: [18.0 damage], [6.0 speed], [0.015999999 critchance], [4 reach], [4 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "Sceptre of Ascension" (ID 340) stats: [17.0 damage], [6.0 speed], [0.015999999 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "huge axe" (ID 87) stats: [12.0 damage], [6.0 speed], [0.01 critchance], [5 reach], [5 weightGroup], [0.2 parryPercent], [0.0 skillPenalty]
# "axe" (ID 90) stats: [6.5 damage], [4.0 speed], [0.006 critchance], [4 reach], [5 weightGroup], [0.3 parryPercent], [0.0 skillPenalty]
# "staff of land" (ID 986) stats: [8.0 damage], [4.0 speed], [0.0 critchance], [3 reach], [3 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "crowbar" (ID 1115) stats: [4.5 damage], [3.0 speed], [0.0019999999 critchance], [2 reach], [2 weightGroup], [1.0 parryPercent], [0.0 skillPenalty]
# "butchering knife" (ID 93) stats: [1.5 damage], [2.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [1.0 parryPercent], [1.0 skillPenalty]
# "crude axe" (ID 1011) stats: [1.0 damage], [5.0 speed], [0.0 critchance], [1 reach], [1 weightGroup], [0.0 parryPercent], [5.0 skillPenalty]

 

Spellcraft

Mod Thread - Download

 

One of the hardest and most complicated mods I've ever made, now fully realized and completely customizable.

 

  • Primary Features
    • Change Maximum Faith - Change faith to be lower than 100 or up into the thousands. This functions properly and breaks no systems in the game.
    • Scaled Prayer Gains - Changes the formula for how prayers are calculated to match the maximum faith set above.
    • Priest Faith Requirement Change - Allow players to become priests at 10 faith. Or 1 faith. Now you can let those spells with faith requirements less than 30 actually mean something.
    • New Favor Regeneration - Now operates 10 times faster. Literally. You gain 1/10th of the previous favor per tick, but it ticks 1 time per second instead of once per 10 seconds. Also wonderful to use with the new maximum faith gains to ensure you don't get spikes of 20+ when below 1 favor (due to how the calculation works).
    • Show Creature Spell Effects - Pretty simple, just shows spell effects on creatures like enchants on items.
      • [23:45:43] Horses like this one have many uses.
      • [23:45:43] He is very well defined.
      • [23:45:43] This creature could use some grooming.
      • [23:45:43] Frantic charge has been cast on it, so it has greater speed. [50]
    • New Damage Modifier - It's really hard to explain why this is here to someone who doesn't code, but basically due to one of my custom spells I had to include it. You can find out more information about how this works here, under the "Damage Modifier" section. I highly recommend it.
    • Improved Enchant Grouping - Improves enchant grouping to be more efficient. I plan to expand this system to allow server owners to create custom enchant groups. You'll finally be able to make that Flaming Aura + Frostbrand sword you've always wanted! Before then, however, this feature allows more detailed explanations as to why certain enchants do not stack.
      • [21:01:38] The longsword is already enchanted with something that would negate the effect.
      • [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of Ages.
  • Rite Changes
    • This gives a lot more control over the deity favor requirements for the Rites that exist in the game.
    • Many of the rites require an MMO amount of prayers which is generally unreasonable for the lower population Wurm Unlimited servers.
    • This also adds custom tweaks to some rites that don't really operate up to the standards I hold them.
      • With many people running Crop Mod, making fields never wither, there is now an option to allow Holy Crop to do a "Mass Genesis" cast, removing a random trait for all bred animals on the map.
      • Rite of Spring now has a customizable cap for the amount of players required in the vicinity. On older, more heavily populated but less dense servers, this should make casting the spell more reasonable.
  • New Spells
    • I have designed and implemented several new custom spells. I may expand on this concept and add more in the future.
    • All spells have completely configurable settings: cast time, favor cost, difficulty, faith requirement, and cooldown.
    • Harden - Enchant able to be cast on most items. It reduces damage taken by the item by up to 30% at 100 power.
    • Phasing - Enchant able to be cast on weapons. It increases the difficulty of blocking attacks with the enchanted weapon. Configurable for how much the difficulty will increase.
    • Summon Soul - Summons a player to the position of the caster. Has a window appear much like Locate Soul for the caster to type the target name into. After that, the target gets a window asking if they want to accept. Upon accepting, the target is teleported to the position of the caster. This spell is quite un-refined and will work to summon enemies to you, if they choose to hit accept.
  • Default Spell Modifications
    • Edit Spell Variables - You can edit all of the settings for existing spells in the game through the properties file. Change the cast time of Strongwall. Change the cost of Genesis. Change the difficulty of Light of Fo. With Spellcraft, you have full control over the base spells in the game.
    • Add and remove spells from deities - You can now add and remove spells from any, or all, deities in the game. Remove the god demise spells from all the deities since they don't work. Add Willowspine to Libila. Give Rebirth to Magranon. The choice is yours, and the control is now in your hands.
    • Support for player gods - The system also supports player deities. You can add and remove spells from player deities in the same way you remove them from non-player deities. Fine-tune that player deity that didn't quite get a good spell list.

 

Included .properties file:

Spoiler

classname=mod.sin.spellcraft.SpellcraftMod
classpath=spellcraft.jar
sharedClassLoader=true
#If true, will print debug messages and log heavily.
debug=true

# -- Mod configuration section -- #
#maximumPlayerFaith: Sets a new maximum faith. I don't know what the maximum technical value for this might be, but it should be fine up to 999.
maximumPlayerFaith=200
#priestFaithRequirement: Sets a new faith requirement for priesthood. This must be between 1 and 30. Players still cannot gain faith after 30 without being a priest, but this allows them to priest before then if changed.
priestFaithRequirement=10.0
#scalePrayerGains: Scales player faith gains during prayer to the new maximum faith.
scalePrayerGains=true
#newFavorRegen: New favor regeneration that takes into account a changed maximum faith, and overall improves passive favor regeneration.
# This system also utilizes Channeling skill to increase passive favor regeneration. It also allows the Court Magus/Shaman titles to actually grant double favor regeneration (they do not function without this).
# Finally, it increases the ticks to 1 per second instead of 1 per 10 seconds, then divides favor gains by 10. This makes favor gain smoother, reducing the "jumps" when below 1 favor and stabilizing favor gain at higher rates.
newFavorRegen=true
#showCreatureSpellEffects: If true, this will allow you to see creature spell effects such as Excel, Truehit, and Oakshell on creatures, much like how enchants are shown when you examine an item.
#These will also show to enemy players on examine. Please be aware of this before using on a PvP server.
# Example: [16:52:37] Truehit has been cast on it, so it has combat vision and aiming. [84]
showCreatureSpellEffects=true
#useNewDamageModifier: This modifies the Damage Modifier formula to one created by a mathematician to improve and balance items improved beyond quality 90. There isn't enough space to explain how it works in this property file.
#Please see my post when I first created it for further details, under the "Damage Modifier Changes" section here: https://forum.wurmonline.com/index.php?/topic/145952-wyvern-reborn/#comment-1518627
#The post includes multiple graphs and a spreadsheet demonstrating how it changes damage on items in general. I highly recommend setting this value to true, as it encourages and rewards players achieving 100 skill.
useNewDamageModifier=true
#improvedEnchantGrouping: This modifies how enchanting groups work slightly, making them more efficient and also allowing for other various improvements. This will also increase the accuracy of fail messages:
# Old message: [21:01:38] The longsword is already enchanted with something that would negate the effect.
# New message: [21:01:43] The longsword is already enchanted with Blessings of the Dark which would negate the effect of Wind of ages.
#Note: Without this option set, custom spells will have no proper grouping assigned, and will be allowed to be casted on anything that can be enchanted with disregard to other enchants that exist.
improvedEnchantGrouping=true

# -- Rite changes -- #
#Rites in Wurm Unlimited are tuned for hundreds of players playing. Most servers don't have that type of playerbase, so these options are intended to allow server owners to attune the rites to their server population.
#The "favor" mentioned here is favor of the deity that supplies the spell, not the player. Each time a player prays to a deity, the deity obtains 1 favor. Some other minor actions also give deity favor.
#This configuration allows you to edit how much each favor each rite requires to cast, and the cost of the cast to the deity favor bar.
riteHolyCropFavorReq=2000
riteHolyCropFavorCost=1000
riteDeathFavorReq=2000
riteDeathFavorCost=1000
riteSpringFavorReq=2000
riteSpringFavorCost=1000
riteSunFavorReq=2000
riteSunFavorCost=1000
#When Holy Crop is cast, enabling this option will give all bred creatures on the server a chance to obtain a "Gensis" cast, removing a random negative trait.
riteHolyCropMassGenesis=true
#Chance for each creature to get a genesis. 1 in N chance to occur, where N is the value below. Default is 5 for a 1/5 chance of genesis.
riteHolyCropGenesisChance=5
#Maximum amount of players required in the vicinity to cast Rite of Spring (works by default with (total active players / 15) as the alternative)
riteSpringPlayersRequired=5

# -- Default spell tweak options -- #
#scornHealWithoutDamage: This allows Scorn of Libila to apply the maximum of 2 wounds healed, even without dealing damage. This should make it more useful in unique fights or when there's not many targets to hit.
scornHealWithoutDamage=true

# -- Custom Spell configuration section -- #
#This next section is for enabling or disabling spells in their entirety. A value of true will enable the spell. A value of false will disable the spell.
#Harden: Enchant applicable to most items. Reduces the damage taken by the enchanted item; 50 power grants 15% reduction; 100 power granting 30% reduction.
spellEnableHarden=true
#Phasing: Weapon enchant that increases the opponent's shield skill check difficulty. In laymans terms, it makes it so shields block attacks from a Phasing weapon less.
spellEnablePhasing=true
#Summon Soul: Summons a player to the location of the caster.
spellEnableSummonSoul=true
#For god configuration, put -1 instead of ID numbers to enable it for all gods. God ID's:
# Fo - 1; Magranon - 2; Vynora - 3; Libila - 4; Custom - Please check your wurmdeities.db and use the "ID" for the god you wish to add.
#For cooldown configuration, time is in milliseconds. 5000 is 5 seconds.
#>Harden<
hardenGods=-1
hardenCastTime=20
hardenCost=30
hardenDifficulty=60
hardenFaith=40
hardenCooldown=0
#>Phasing<
phasingGods=-1
phasingCastTime=20
phasingCost=30
phasingDifficulty=60
phasingFaith=60
phasingCooldown=0
#phasingPowerMultiplier: Phasing increases the difficulty of shield blocks depending on the power of the enchant. The difficulty increase is equivalent to the power of the cast multiplied by this value.
# Example: 70 cast with 0.5 multiplier would result in a 35 difficulty increase on block. 80 cast with 0.25 multiplier would result in a 20 difficulty increase on block.
phasingPowerMultiplier=0.5
#>Summon Soul<
summonSoulGods=-1
summonSoulCastTime=300
summonSoulCost=120
summonSoulFaith=80
summonSoulCooldown=0

# -- Default spell modifications -- #
#This section will allow you to put custom values on all the default spells in the game. It will allow you to edit their cast time, cost, difficulty, faith requirement, and cooldown.
#Simply add a property with the field you want to edit, then a dash and number. No two properties can be the same, so ensure they are all unique.
#The spell names are CASE AND SPACE SENSITIVE. Type them exactly as they appear in-game on the spell list.
#Here is a few examples so you can get started:
#> Setting Scorn of Libila cast time to 10 seconds instead of 15:
casttime-1:Scorn of Libila,10
#> Setting Strongwall cast time to 60 seconds instead of 180:
casttime-2:Strongwall,60
#> Setting Weakness cost to 30 favor instead of 50:
cost-1:Weakness,30
#> Setting Genesis to cost 70 favor instead of 30:
cost-2:Genesis,70
#> Setting Light of Fo difficulty to 60 instead of 40:
difficulty-1:Light of Fo,60
#> Setting Dark Messenger difficulty to 30 instead of 40:
difficulty-2:Dark messenger,30
#> Setting Locate Artifact favor requirement to 90 instead of 80:
faith-1:Locate Artifact,90
#> Setting Zombie Infestation faith requriement to 70 instead of 50:
faith-2:Zombie infestation,70
#Note: Cooldowns use milliseconds. 5000 = 5 seconds.
#> Setting Drain Stamina cooldown to 1 minute instead of 30 seconds:
cooldown-1:Drain stamina,60000

#> Custom spell changes for my server specifically
cost-100:Bearpaws,15
cost-101:Bloodthirst,40
cost-102:Dirt,15
cost-103:Drain stamina,35
cost-104:Forest Giant Strength,21
cost-105:Goat shape,15
cost-106:Hell strength,21
cost-107:Humid Drizzle,10
cost-108:Mend,18
cost-109:Opulence,8
cost-110:Scorn of Libila,60
cost-111:Weakness,22
faith-100:Bearpaws,15
faith-101:Bless,1
faith-102:Dispel,3
faith-103:Cure light,20
faith-104:Cure medium,32
faith-105:Cure serious,44
faith-106:Dirt,18
faith-107:Dominate,50
faith-108:Drain health,16
faith-109:Drain stamina,60
faith-110:Excel,55
faith-111:Fireheart,20
faith-112:Fo's touch,45
faith-113:Forest Giant Strength,28
faith-114:Goat shape,22
faith-115:Heal,50
faith-116:Hell strength,28
faith-117:Human's demise,50
faith-118:Humid Drizzle,15
faith-119:Holy Crop,150
faith-120:Land of the dead,150
faith-121:Libila's shielding,45
faith-122:Light of Fo,75
faith-123:Light token,10
faith-124:Magranon's shield,45
faith-125:Mass stamina,55
faith-126:Mind stealer,65
faith-127:Morning Fog,5
faith-128:Nimbleness,70
faith-129:Nolocate,25
faith-130:Opulence,10
faith-131:Phantasms,47
faith-132:Rebirth,50
faith-133:Rite of Death,150
faith-134:Rite of Spring,150
faith-135:Ritual of the Sun,150
faith-136:Rotting Gut,10
faith-137:Scorn of Libila,75
faith-138:Sixth Sense,15
faith-139:Smite,120
faith-140:Tangle Weave,25
faith-141:Truehit,55
faith-142:Vessel,15
faith-143:Vynora's hand,45
faith-144:Ward,33
faith-145:Weakness,18
faith-146:Wild Growth,37
faith-147:Worm Brains,28

# -- Deity spell additions -- #
#This section allows you to add default spells to deities, based on id.
#Format had to change a little from how spell modifications were handled. Use a semicolon after the spell name, then commas to separate god ID's.
# Note: Only one instance of a spell can exist for either addition or removal. If you have 2 separate entries referring to the same spell, only one will work.
#> Adding Willowspine to Magranon, Libila, and player deity
addspell-1:Willowspine;3,4,101
#> Adding Genesis to all gods
#addspell-2:Genesis;-1
#> Removing Deity Demise spells from all gods (they don't work)
removespell-1:Fo's demise;-1
removespell-2:Libila's demise;-1
removespell-3:Magranon's demise;-1
removespell-4:Vynora's demise;-1
#> Removing Mole Senses and Sunder
removespell-5:Mole Senses;-1
removespell-6:Sunder;-1

#> Custom spell changes for my server specifically
addspell-100:Blessings of the Dark;101
addspell-101:Dominate;102
addspell-102:Dragon's demise;101
addspell-103:Frantic charge;102
addspell-104:Genesis;101
addspell-105:Humid Drizzle;101
addspell-106:Life Transfer;101
addspell-107:Light of Fo;102
addspell-108:Light token;102
addspell-109:Mend;101
addspell-110:Rebirth;102
addspell-111:Refresh;101
addspell-112:Rotting Touch;101
addspell-113:Smite;102
addspell-114:Strongwall;102
addspell-115:Weakness;102
addspell-116:Web Armour;102
removespell-100:Blessings of the Dark;102
removespell-101:Cure light;102
removespell-102:Dominate;101
removespell-103:Drain stamina;101
removespell-104:Fire Pillar;101
removespell-105:Fo's touch;102
removespell-106:Fungus Trap;101,102
removespell-107:Lurker in the Deep;101
removespell-108:Magranon's shield;102
removespell-109:Mend;102
removespell-111:Morning Fog;101,102
removespell-112:Nimbleness;101
removespell-113:Phantasms;101
removespell-114:Refresh;102
removespell-115:Reveal Creatures;102
removespell-116:Shard of Ice;101
removespell-117:Sixth Sense;101
removespell-118:Smite;101
removespell-119:Tangle Weave;101
removespell-120:Tentacles;101,102
removespell-121:Tornado;101,102
removespell-122:Vynora's hand;102
removespell-123:Wisdom of Vynora;101,102

# List of all existing spell names:
#Animal's demise ; Aura of shared pain ; Bearpaws ; Bless ; Blessings of the Dark ; Bloodthirst ; Break Altar ; Charm animal ; Circle of Cunning ; Continuum ; Courier ; 
#Cure light ; Cure medium ; Cure serious ; Dark messenger ; Dirt ; Disease ; Disintegrate ; Dispel ; Dominate ; Dragon's demise ; 
#Drain health ; Drain stamina ; Excel ; Fire Pillar ; Fireball ; Fireheart ; Flaming Aura ; Fo's demise ; Fo's touch ; Forecast ; 
#Forest Giant Strength ; Frantic charge ; Frostbrand ; Fungus ; Fungus Trap ; Genesis ; Goat shape ; Heal ; Hell strength ; Holy Crop ; 
#Human's demise ; Humid Drizzle ; Ice Pillar ; Incinerate ; Karma Bolt ; Karma Missile ; Karma Slow ; Land of the dead ; Libila's demise ; Libila's shielding ; 
#Life Transfer ; Light of Fo ; Light token ; Lightning ; Locate Artifact ; Locate Soul ; Lurker in the Dark ; Lurker in the Deep ; Lurker in the Woods ; Magranon's demise ; 
#Magranons shield ; Mass stamina ; Mend ; Mind stealer ; Mirrored Self ; Mole Senses ; Morning Fog ; Nimbleness ; Nolocate ; Oakshell ; 
#Opulence ; Pain Rain ; Phantasms ; Rebirth ; Refresh ; Reveal Creatures ; Reveal Settlements ; Rite of Death ; Rite of Spring ; Ritual of the Sun ; 
#Rotting Gut ; Rotting Touch ; Rust Monster ; Scorn of Libila ; Selfhealers's demise ; Shard of Ice ; Sixth Sense ; Smite ; Sprout trees ; Stoneskin ; 
#Strongwall ; Summon ; Summon Skeleton ; Summon Worg ; Summon Wraith ; Sunder ; Tangle Weave ; Tentacles ; Tornado ; True Strike ; 
#Truehit ; Venom ; Vessel ; Vynora's demise ; Vynora's hand ; Wall of Fire ; Wall of Ice ; Wall of Stone ; Ward ; Weakness ; 
#Web Armour ; Wild Growth ; Willowspine ; Wind of ages ; Wisdom of Vynora ; Worm Brains ; Wrath of Magranon ; Zombie infestation

 

Better Combat Log

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This mod improves combat log text in a variety of ways:

  • Misses are colored brown.
  • When your target parries, the message will be yellow.
  • When you parry, the message will be tealish-green.
  • When your attack glances, the message will be gray.
  • When an attack glances off you, the message will be light blue.
  • When an enemy blocks, the message will be purple-magenta.
  • When you successfully block, the message will be gold-green.
  • Successful enemy attacks are now a gradient of red based on the damage dealt.
  • Successful attacks performed are now a gradient of green based on damage dealt.
  • Successful offense spells show in green for the caster, and orange for the defender, with color strength based on the cast power.
  • Most fizzled offense spells will display a teal failure message to the caster and defender, with color strength based on the cast power.
  • When a spell is resisted, it shows up in purple to both parties. Again, power of cast dictates the color strength.
  • Added messages for some combat spells that had none for either the caster or victim. They previously just had effects without any message whatsoever unless they did damage.
  • Healing spells also show in the combat window instead of the event window.
  • Targets of healing spells now get a message toast saying they've been healed, and who did it. Healers will finally get the recognition they deserve!

 

LzLQ9PD.pngnjpOa8C.pnghbCGRyr.png

 

Libila Fixes

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This mod isn't really named well, I know. Basically, it's for Freedom Isle PvE Servers Only! It allows you to place a Bone Altar and allow players to have Libila as their god without converting them to HOTS and being attacked and murdered by everything in sight. It also allows Dark Messenger and Courier to work together. Players from any god can use either box without it throwing an error. This allows Fo priests to cast Courier for Libila players, and Libila priests to cast Dark Messenger for WL players, without causing issues.

 

Server Player Counter

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This mod is meant to "correct" player count in the client Server List when launching the game. Because of some weird mechanics of how Steam counts players, the count on the server list can very commonly become incorrect. This solves the following problems:

  • Invisible/Offline Steam users not counting towards the server list.
  • Players on other maps in your cluster not counting towards the server list.
  • Players who lose connection and become de-auth'd from Steam, despite reconnecting, not counting towards the server list.
  • Alt accounts of players do not show on the server list.

 

Server Tweaks

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This has a ton of configurable options. It has been the culmination of about 1 month of bugfixes and minor tweaks to my server, Wyvern Reborn. Some of them may not be applicable to other servers, but I'm opening it up nonetheless to those who would like to use the options available. Instead of trying to explain them all myself, here's the configuration options:

#Adds developer commands
addDevCommands=true
#Makes traders & merchants immortal to disable exploits for fight skill & economy.
immortalTraders=true
#When true, will put players into CA HELP by default, instaed of requiring it to be turned on through profile.
# Note: This method might not work all the time!
# If you want a sure-fire way to enable it always, set PAWINDOW to true by default in your wurmplayers.db
caHelpDefault=true
#When true, sets the server's "Chaos" setting to false.
disableChaos=true
#When enabled, reduces the timer for which new uniques can spawn by the amount set. Default is 14 days.
# uniqueTimerReduction: Listed in milliseconds. Higher values reduce the value. Lower values increase the timer.
reduceUniqueTimer=true
uniqueTimerReduction=950400000
#Logs a message saying the server tried to spawn a unique when enabled.
logUniques=true
#Fixes the Steam Duplicate Authentication error.
fixSteamDupeAuthentication=true
#Enables structures and fences to be built within 20 tiles of the Altar of Three and Huge Bone Altar.
buildOnHolyGround=true
#Disables twitter messages like "Libila summons the Drakespirits" and others from the Valrei Hex Map if enabled.
disableEpicMapTwitter=true
#Enables WL and BL priests to work together, casting defensive spells and heals on eachother.
# The default mechanic will say "Libila does not accept the infidel (player)!" or similar when you try to cast something.
# Setting this to true disables that message from occuring, and allows Libila to be accepted by WL players and vice-versa.
removeInfidelError=true
#When enabled, "leecher" players no longer get hide or scale from dragon and hatchling slayings.
# A "leecher" is defined by the base WU game as NOT having one of the following be true:
# 65 Fighting OR 30 Body Strength OR 30 Body Stamina OR Priesthood for any god.
noDragonLeeching=true
#When enabled, disables sermons entirely.
disableSermons=true
#When enabled, disables fatigue from exhausting player actions.
# Fatigue values are still tracked, but when the player is out of fatigue, they can still make actions.
disableFatigue=true
#GM Improvements:
# gmUncapEnchants - Allows GM's to use the Item -> Enchants menu to set items above 104. The new max is 999.
gmUncapEnchants=true
# gmRemoveConditionChecks - Allows GM's to spawn conditioned animals (Greenish, Lurking, Raging, Champion, etc.)
#    with Specials -> Summon for animals that normally are unable to have that setting.
gmRemoveConditionChecks=true
#If true, will print debug messages and log heavily.
debug=true

v2 - 11/23/2016

  • New Settings
    • Disable Sermons - Sermons are disabled from the server.
    • Disable Fatigue - Fatigue is disable from the server.
    • Dev Commands - New commands for CM+ and DEV characters.
  • Dev Commands
    • ##event (message) - CM and above. Creates a message in the Srv-Event channel. This is visible to the whole server, but can only be posted in by CM's and above. Meant for running events.
    • ##unique - DEV-ONLY. Does a natural unique spawn attempt. It checks each unique and gives a 1/300 chance (if default) of it spawning. Spamming this will eventually spawn a natural unique.
    • ##kingme - DEV-ONLY. Makes you king of your current kingdom. Only works if there is not a current king.


jbt71LY.png

 

Skill Gain Control

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Fixes the 31 "soft" cap for characteristics. This also allows you to configure just how fast you want players to gain body stats by using a divisor. I've wanted to increase the functionality of this system for some time, but haven't done so yet.

 

Starter Gear

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This mod allows you to fully control what is created for new players on your server. It has an implementation where you can configure in the properties exactly what you want, what quality, and whether or not to make it repairable. Here's the default config, using the starting items for a normal server without epic or challenge settings:

#Format: Item-[internal id]=(templateId),(quality),(amount),(isStarter)
# internal id - This is just an internal index for debugging purposes. If your config is incorrect, it will reference this value.
# templateId - The ID for the item you want to create. Reference ItemList.java to find the template ID for the items you want.
# quality - The quality you want the item to spawn in. Floating point values accepted.
# amount - It will give this many of the item to the player.
# isStarter - Whether or not it can be improved. When true, item cannot be repaired. When false, acts as if created normally.

#After weapons and armour are created, the player attempts to "equip" everything available.
weapon-1=swordLong,50.0,1,true
weapon-2=shieldMediumWood,30.0,1,true
armour-1=leatherGlove,30.0,2,true
armour-2=leatherBoot,30.0,2,true
armour-3=leatherSleeve,30.0,2,true
armour-4=leatherJacket,30.0,1,true
armour-5=leatherCap,30.0,1,true
armour-6=leatherHose,30.0,1,true
armour-7=toolbelt,20.0,1,true
armour-8=backPack,10.0,1,true
#Recommend keeping the mirror as-is.
item-1=handMirror,20.0,1,false
item-2=flintSteel,50.0,1,true
item-3=bowlPottery,2.0,1,true
item-4=rope,10.0,1,true
item-5=compass,30.0,1,true
item-6=tent,30.0,1,true
item-7=deedStake,30.0,1,true
item-8=hatchet,30.0,1,true
item-9=knifeCarving,10.0,1,true
item-10=shovel,10.0,1,true
item-11=saw,10.0,1,true
item-12=pickAxe,10.0,1,true
item-13=rake,10.0,1,true

 

Tax Config

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Primarily used to clean up abandoned deeds on servers, this allows you to start increasing the amount of upkeep on a deed depending on when the mayor last logged in. You can see an explanation of how it's being used on my server by taking a look at this patch notes post I made. I'm open to adding more functionality in the future for it, but I'm not sure when I'll get around to doing so.

 

Thank you for visiting and I'll try to keep this up to date with anything new I make. Please click subscribe, like this video, and let me know what you'd like to see next in the comments below!

Edited by Sindusk
Armoury
10 people like this

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Google drive is taking forever. Anyway to get a different host for this?

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I hadn't considered other hosts because I've never heard of anyone having issues connecting to Google before. If you have another one in mind let me know and I'll upload there.

 

Update: Starter Gear now offers full control over items created with editable configuration. It's now a powerful tool for server owners to modify the starting gear of their players.

Edited by Sindusk
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this is soooo cool, i like the starter gear mod. is there alist anywhere wich the item id´s? i am searching for the silvercoins id.

 

thank you

Eject

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17 minutes ago, Eject said:

this is soooo cool, i like the starter gear mod. is there alist anywhere wich the item id´s? i am searching for the silvercoins id.

 

thank you

Eject

I put a pastebin at the bottom of the server configs when you download it. That will list the Item ID's. You can also use the numbers themselves if you want. You don't have to use the name. So for example a medium wooden shield is 84 (i think). You can just use 84 instead of shieldMediumWood and it will function just fine.

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oh yes i found it now =) thank you

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i have a idea with the starter gear mod

is it possible to make a mod like this, to give all players at special events some items? like for xmas or others

maybe give an item on a given date and just add new lines for each coming event

Eject

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56 minutes ago, Eject said:

i have a idea with the starter gear mod

is it possible to make a mod like this, to give all players at special events some items? like for xmas or others

maybe give an item on a given date and just add new lines for each coming event

Eject

Yes it's possible to create something similar and trigger it slightly differently to create the effect you're looking for. The side effect would be that it only applies to players who log in during that time. If you want all players, then you'll need to do a database edit.

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wonderfull, that would be very nice if you could make a mod like this :) xmas is comng soon ^^

 

thanks for all your awesome mods

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Startergear again :)

 

I like to give new players 3 silver in the inventory but it would be perfect if can do this one time per steam account. Its because we like to turn on upkeep for one or more maps but i dont like that players spawn the game with alts to get more silver.

I dont know if this is possible, it sounds very difficult for me lol

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Is it possible to edit the information in the CA Help tab? Customize the default text in there?

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16 hours ago, Jukken said:

Is it possible to edit the information in the CA Help tab? Customize the default text in there?

Yes this is doable. I'll add it to my list of things to do and update when I can.

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Server Tweaks v2 - 11/23/2016

  • New Settings
    • Disable Sermons - Sermons are disabled from the server.
    • Disable Fatigue - Fatigue is disable from the server.
    • Dev Commands - New commands for CM+ and DEV characters.
  • Dev Commands
    • ##event (message) - CM and above. Creates a message in the Srv-Event channel. This is visible to the whole server, but can only be posted in by CM's and above. Meant for running events.
    • ##unique - DEV-ONLY. Does a natural unique spawn attempt. It checks each unique and gives a 1/300 chance (if default) of it spawning. Spamming this will eventually spawn a natural unique.
    • ##kingme - DEV-ONLY. Makes you king of your current kingdom. Only works if there is not a current king.


jbt71LY.png

 

Edited by Sindusk
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Really cool options here. Additional feature requests for you to consider:

 

1) Ability to specify the GM power level for the newer options listed

2) Creation of a diplomatic tab where all members of all kingdoms can participate in a chat discussion. I know your primary focus in this mod is likely PVE however that would be a great option for PVP servers

3) For traders and merchants, disable same kingdom check to allow all kingdoms to trade (thinking of using this kind of thing for an international trade zone where all kingdoms can actively trade without danger of PVP (although they could be ambushed on way to or from trade zone)

 

Thanks again!

 

~Nappy

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Nappy that is some awesome ideas would love a cross kingdom public chat and the neutral trade zone awesome

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On 11/24/2016 at 2:11 PM, Nappy said:

Really cool options here. Additional feature requests for you to consider:

 

1) Ability to specify the GM power level for the newer options listed

2) Creation of a diplomatic tab where all members of all kingdoms can participate in a chat discussion. I know your primary focus in this mod is likely PVE however that would be a great option for PVP servers

3) For traders and merchants, disable same kingdom check to allow all kingdoms to trade (thinking of using this kind of thing for an international trade zone where all kingdoms can actively trade without danger of PVP (although they could be ambushed on way to or from trade zone)

 

Thanks again!

 

~Nappy

I have made the GM powers configurable and want to upload my combat text improvement mod, but first I want an apology for kicking me from your Teamspeak server! :(

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2 hours ago, Sindusk said:

I have made the GM powers configurable and want to upload my combat text improvement mod, but first I want an apology for kicking me from your Teamspeak server! :(

 

Apology freely and happily provided (especially since I was only joking around and I've been missing our daily chats since you've been gone! Was going to track you down tonight anyway! I didn't think you would take it so hard! - grin)

 

Besides I still want to help you with that auto start stuff for your server that we discussed.

 

~Nappy

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Better Combat Log - v1 (11/30/2016)

  • Misses are colored brown.
  • When your target parries, the message will be yellow.
  • When you parry, the message will be tealish-green.
  • When your attack glances, the message will be gray.
  • When an attack glances off you, the message will be light blue.
  • When an enemy blocks, the message will be purple-magenta.
  • When you successfully block, the message will be gold-green.
  • Successful enemy attacks are now a gradient of red based on the damage dealt.
  • Successful attacks performed are now a gradient of green based on damage dealt.

Server Tweaks - v3 (11/30/2016)

  • Added server configs for dev commands as requested by Nappy:
  • cmdEventPower - ##event command.
  • cmdUniqueSpawnPower - ##unique command.
  • cmdKingMePower - ##kingme command.

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I don't really play WU, but, as a WO player, your Better Combat Log is my wet dream. I've been begging for something like this for years.

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Haha, thank you for the compliments. If you'd like to see them in action, they are up and running on the Desolation V4 (PvP) server hosted by Nappy and my own Wyvern Reborn (PvE). I don't know of any other server that's installed them, but the mod is very new, so that's to be expected.

 

I also can't take all the credit. Much of what I do is gathered by players in the community who offer up their thoughts on how Wurm could be better. This specific mod was done because of this suggestion made by Elyria on the Wyvern Reborn forums. I took the suggestion of "more clarity in combat log" and passed it around many different players from WU and WO as well. After a few days, I was able to implement a mod to create the results you see today.

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I do have a personal request though, particularly for the enchant uncapper feature you have in one of your mods. (as i do some testing in WU from time to time.)

 

Any chance you could raise it to 9999? (For Bloodthirst in specific, as, it is something that can actually go that high ingame.)

Edited by Propheteer

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56 minutes ago, Propheteer said:

I do have a personal request though, particularly for the enchant uncapper feature you have in one of your mods. (as i do some testing in WU from time to time.)

 

Any chance you could raise it to 9999? (For Bloodthirst in specific, as, it is something that can actually go that high ingame.)

Tried for the last half hour to get the code to change the 3-character limit to 4 or 5. Despite actually changing the string that's sent to the player, it didn't have any effect and I was still limited to 3 characters. So for now, I don't think I can, but it may be possible with further investigation. It's very possible that a client mod may be necessary to solve this problem instead.

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