Update entities_game_service_default.cfg (mise à jour du gameplay pour les tests temps de rez 5 minutes , temps pour une action racourcit et bijoux a 10% au lieu de 1%)

This commit is contained in:
deed 2016-12-31 00:12:21 +01:00
parent 1906de7b89
commit 642c47c180

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@ -125,7 +125,7 @@ DeathXPResorptionTime = 60;
//************************************************************************************************************* //*************************************************************************************************************
// Duration of comma // Duration of comma
//************************************************************************************************************* //*************************************************************************************************************
CommaDelayBeforeDeath = 100; // 10 ticks per second * 60 for minutes * 5 for 5 minutes CommaDelayBeforeDeath = 3000; // 10 ticks per second * 60 for minutes * 5 for 5 minutes
//************************************************************************************************************* //*************************************************************************************************************
// Duration of dead mektoub stay spawned // Duration of dead mektoub stay spawned
@ -179,7 +179,7 @@ NoLinkTimeSlow = 100;
NoLinkTimeBlind = 100; NoLinkTimeBlind = 100;
NoLinkTimeMadness = 100; NoLinkTimeMadness = 100;
NoLinkTimeDot = 100; NoLinkTimeDot = 100;
PostCastLatency = 100; // in ticks PostCastLatency = 10; // in ticks (temps minimun d'une action)
TickFrequencyCompassUpdate = 32; TickFrequencyCompassUpdate = 32;
@ -1155,28 +1155,28 @@ HeavyVestMaxPiercingProtection = 0.10;
HeavyHelmetMaxPiercingProtection = 0.10; HeavyHelmetMaxPiercingProtection = 0.10;
////////////////////////////// //////////////////////////////
// JEWEL PROTECTION // JEWEL PROTECTION
AcidJewelProtection = 0.01001; // de 0 à 1.0 (1.0 = 100% de protection) AcidJewelProtection = 0.1001; // de 0 à 1.0 (1.0 = 100% de protection)
ColdJewelProtection = 0.01001; ColdJewelProtection = 0.1001;
FireJewelProtection = 0.01001; FireJewelProtection = 0.1001;
RotJewelProtection = 0.01001; RotJewelProtection = 0.1001;
ShockWaveJewelProtection = 0.01001; ShockWaveJewelProtection = 0.1001;
PoisonJewelProtection = 0.01001; PoisonJewelProtection = 0.1001;
ElectricityJewelProtection = 0.01001; ElectricityJewelProtection = 0.1001;
MaxMagicProtection = 10; // Maximum protection can be gived by jewelry (clamp value), de 0 à 100 (pourcentage) MaxMagicProtection = 50; // Maximum protection can be gived by jewelry (clamp value), de 0 à 100 (pourcentage)
HominBaseProtection = 10; // Homin base protection in generic magic damage type HominBaseProtection = 10; // Homin base protection in generic magic damage type
HominRacialProtection = 10; // Homin base protection in racial magic damage type HominRacialProtection = 10; // Homin base protection in racial magic damage type
MaxAbsorptionFactor = 10; // Factor used for compute maximum absorption gived by all jewel (100 = 1.0 factor (100%)) (Max absorbtion = sum(equipped jewels recommandeds) * factor) MaxAbsorptionFactor = 50; // Factor used for compute maximum absorption gived by all jewel (100 = 1.0 factor (100%)) (Max absorbtion = sum(equipped jewels recommandeds) * factor)
////////////////////////////// //////////////////////////////
// JEWEL RESISTANCE // JEWEL RESISTANCE
DesertResistance = 1; // In skill points bonus DesertResistance = 10; // In skill points bonus
ForestResistance = 1; ForestResistance = 10;
LacustreResistance = 1; LacustreResistance = 10;
JungleResistance = 1; JungleResistance = 10;
PrimaryRootResistance = 1; PrimaryRootResistance = 10;
HominRacialResistance = 10;// Homin racial magic resistance to magic racial spell type HominRacialResistance = 10;// Homin racial magic resistance to magic racial spell type
MaxMagicResistanceBonus = 10;// clamp value of resistance bonus resistance after all bonus/malus applied MaxMagicResistanceBonus = 50;// clamp value of resistance bonus resistance after all bonus/malus applied
EcosystemResistancePenalty = 10;// ecosystem resistance penalty value EcosystemResistancePenalty = 10;// ecosystem resistance penalty value
//************************************************************************************************************* //*************************************************************************************************************
// regen speed parameters // regen speed parameters
@ -1196,8 +1196,8 @@ SmoothingFactor = 0;
//************************************************************************************************************* //*************************************************************************************************************
// hand to hand combat config // hand to hand combat config
//************************************************************************************************************* //*************************************************************************************************************
HandToHandDamageFactor = 0.10; HandToHandDamageFactor = 0.20;
HandToHandLatency = 25; // 25 ticks = 2.5s HandToHandLatency = 20; // 25 ticks = 2.5s
//************************************************************************************************************* //*************************************************************************************************************
// combat config // combat config
@ -1712,7 +1712,7 @@ StatDBSavePeriod = 20;
// New Newbieland // New Newbieland
UseNewNewbieLandStartingPoint= 1; UseNewNewbieLandStartingPoint= 1;
// The domain mainlands configuration (pour changer le nom du shard à la creation du personnage et dans NeLadmin ) // The domain mainlands configuration (pour changer le nom du shard à la creation du personnage et dans NeLadmin )
Mainlands = { Mainlands = {
"302", "Lirria", "(Khanat DEV)", "en", "302", "Lirria", "(Khanat DEV)", "en",
}; };