2025-03-18 19:19:03 -04:00

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#
# Credits: silviu20092
#
[worldserver]
########################################
# Item upgrade module configuration
########################################
#
# ItemUpgrade.Enable
# Description: Enable the module or not. If the module is toggled off, items that were previously upgraded will lose their upgrade bonus.
# Re-enabling the module will restore the already upgraded item bonuses.
# Default: 0 - Disabled
# 1 - Enabled
#
ItemUpgrade.Enable = 1
#
# ItemUpgrade.AllowedStats
# Description: Stats that are allowed to be upgraded. These correspond to the ItemModType enum from ItemTemplate.h
# For example, to allow "Attack power" to be upgraded, there is ITEM_MOD_ATTACK_POWER = 38 in the enum,
# so just add it to the list of allowed stats. Values are separated by ,
# Items that were upgraded with a certain stat will LOSE their upgrade bonus if you remove the stat from
# allowed list. If you re-add the stat, the items will GAIN back their upgrade bonus for that stat.
# Default: 3,4,5,6,7,32,36,45
#
ItemUpgrade.AllowedStats = 3,4,5,6,7,32,36,45
#
# ItemUpgrade.SendUpgradedItemsPackets
# Description: Whether to send SMSG_ITEM_QUERY_SINGLE_RESPONSE for upgraded items. This will ensure that owner will see the stats correctly
# when reading item description. ONLY the owner will see the stats though and this DOES NOT work for items that have random
# properties (stats that are random after acquiring the item, such as "of the Bear" or "of Intellect" items). The limitation
# is due to WOTLK client nature and is not possible to be solved. Weapon upgrades (min/max damage increased) WILL also be
# visible for items with random properties.
# THIS ONLY AFFECTS VISUALS, UPGRADED STATS WILL BE THERE NONETHELESS!
# Default: 0 - Disabled
# 1 - Enabled
#
ItemUpgrade.SendUpgradedItemsPackets = 1
#
# ItemUpgrade.SendUpgradedItemsPacketsPrioritization
# Description: Since SMSG_ITEM_QUERY_SINGLE_RESPONSE is sent by item ENTRY and not by universal identifier (GUID) it means that if
# multiple items with the same entry have upgrades (whether stat upgrades or weapon upgrades) then the player will see
# the exact same stats and damage for ALL items with the same entry. So there must be some kind of prioritization,
# whether to choose the item with the most stat upgrades or with the highest weapon upgrade percentage.
# Example: if player has two Ramaladni's Blade of Culling and both items were upgraded, one with 5% weapon damage upgrade
# and the other with 10% weapon damage upgrade AND ItemUpgrade.SendUpgradedItemsPacketsPrioritization is 1
# then the player will see both weapons have 10% more damage. Again this is only VISUAL, stats are correctly
# calculated for both!
# Values : 0 - Prioritize upgraded stats (items with higher number of upgraded stats will be prioritized)
# 1 - Prioritize weapon upgrade (items with the highest weapon upgrade percentage will be prioritized)
# Default : 0
#
ItemUpgrade.SendUpgradedItemsPacketsPrioritization = 0
#
# ItemUpgrade.AllowUpgradesPurge
# Description: Allows the players to purge upgrades from their items.
# Default: 0 - Disabled
# 1 - Enabled
#
ItemUpgrade.AllowUpgradesPurge = 1
#
# ItemUpgrade.UpgradePurgeToken
# Description: Give the player a token (item) when purging an upgrade. This is just an item entry, can be anything. Only active when
# ItemUpgrade.AllowUpgradesPurge = 1
# Default: 0 - No token
# Item Entry - the entry of token
#
ItemUpgrade.UpgradePurgeToken = 0
#
# ItemUpgrade.UpgradePurgeTokenCount
# Description: How many ItemUpgrade.UpgradePurgeToken to give when players purge an upgrade. Only active when ItemUpgrade.AllowUpgradesPurge = 1
# and ItemUpgrade.UpgradePurgeToken is a valid item entry
# Default: 0 - No effect
# 1+ - count
#
ItemUpgrade.UpgradePurgeTokenCount = 0
#
# ItemUpgrade.RefundAllOnPurge
# Description: Refund all items/gold/honor/arena when purging that were used to upgrade the item. EVERYTHING is refunded, meaning if the item
# has rank 3 stamina for example, it will refund everything from rank 1 to 3. Only active when
# ItemUpgrade.AllowUpgradesPurge = 1
# Default: 1 - Refund everything that was used to upgrade the item
#
ItemUpgrade.RefundAllOnPurge = 1
#
# ItemUpgrade.RandomUpgradesOnLoot
# Description: Whether looted items (including from party loot, quest items) can be automatically upgraded. Titanforging-like system.
# Default: 0 - No
# 1 - Yes, automatic item upgrades enabled
#
ItemUpgrade.RandomUpgradesOnLoot = 0
#
# ItemUpgrade.RandomUpgradesBroadcastLoginMsg
# Description: Let players know that random item upgrades are ON via a message that will be sent when player logs in.
# Only has effect when ItemUpgrade.RandomUpgradesOnLoot = 1. Just set to "" (double quotes) if you don't want to broadcast anything.
# Default: |cffeb891a[ITEM UPGRADES SYSTEM]:|r Random item upgrades are active. You have a chance to gain stat upgrades on loot for eligible items.
#
ItemUpgrade.RandomUpgradesBroadcastLoginMsg = |cffeb891a[ITEM UPGRADES SYSTEM]:|r Random item upgrades are active. You have a chance to gain stat upgrades on loot for eligible items.
#
# ItemUpgrade.RandomUpgradeChance
# Description: Automatic upgrade chance, only has effect when ItemUpgrade.RandomUpgradesOnLoot = 1. Must be > 0.
# Default: 2 - 2% chance for items to be automatically upgraded when looted
#
ItemUpgrade.RandomUpgradeChance = 2
#
# ItemUpgrade.RandomUpgradeMaxStatCount
# Description: How many stats can be automatically upgraded. This will always be a roll between 1 and the value that you choose here. So if
# you choose 4 for example, a value between 1 and 4 will be rolled. If 3 is rolled, then 3 stats will be upgraded up to ItemUpgrade.RandomUpgradeMaxRank.
# The chosen stats are also random. If an item has LESS stats than the rolled value, then ALL stats will be upgraded up to ItemUpgrade.RandomUpgradeMaxRank.
# Choose a value between 1 and 10.
# Default: 2 - maximum 2 stats will be upgraded (so always 1 or 2 stats)
#
ItemUpgrade.RandomUpgradeMaxStatCount = 2
#
# ItemUpgrade.RandomUpgradeMaxRank
# Description: Maximum upgrade rank that can be chosen. This will always be a roll between 1 and the value that you choose here. So if
# you choose 3 for example, a value between 1 and 3 will be rolled. If 2 is rolled, then the stat will be upgraded to RANK 2.
# If there is no RANK n, then RANK n-1 is chosen, if RANK n-1 is still not available, then the next available rank is searched
# until found.
# Default: 3 - each stat can go up to RANK 3
#
ItemUpgrade.RandomUpgradeMaxRank = 3
#
# ItemUpgrade.RandomUpgradeWhenBuying
# Description: Whether items that are bought from vendors can be randomly upgraded
# Default: 0 - don't randomly upgrade bought items
#
ItemUpgrade.RandomUpgradeWhenBuying = 0
#
# ItemUpgrade.RandomUpgradeWhenLooting
# Description: Whether items that are looted can be randomly upgraded
# Default: 1 - randomly upgrade looted items
#
ItemUpgrade.RandomUpgradeWhenLooting = 1
#
# ItemUpgrade.RandomUpgradeWhenWinning
# Description: Whether items that are won by Need/Greel rolls in raid/party can be randomly upgraded
# Default: 1 - randomly upgrade won items
#
ItemUpgrade.RandomUpgradeWhenWinning = 1
#
# ItemUpgrade.RandomUpgradeOnQuestReward
# Description: Whether quest rewarded items can be randomly upgraded
# Default: 1 - randomly upgrade quest rewarded items
#
ItemUpgrade.RandomUpgradeOnQuestReward = 1
#
# ItemUpgrade.RandomUpgradeWhenCrafting
# Description: Whether crafted items can be randomly upgraded
# Default: 1 - randomly upgrade crafted items
#
ItemUpgrade.RandomUpgradeWhenCrafting = 1
#
# ItemUpgrade.UpgradeWeaponDamage
# Description: Shows a menu where weapon physical damage can be upgraded (min/max damage of a weapon)
# Default: 1 - show the menu
#
ItemUpgrade.UpgradeWeaponDamage = 1
#
# ItemUpgrade.UpgradeWeaponDamagePercents
# Description: A list of percentages (separated by comma) that the players can select when upgrading their weapons.
# Numbers here will be sorted ascending and they will act like ranks, players will have to purchase
# the previous rank (percentage) in order to buy the next one.
# For example: 5,10,15 - lets say that a player wants to upgrade the damage of a weapon by 10%; the player
# can't directly upgrade by 10%, the player will need to buy the 5% damage increase first.
# When a percentage is chosen for upgrade, weapon's physical min/max damage will be increased by this percent.
# Default: 5,10,15 - can choose to upgrade by 5%, 10% and 15% respectively
# Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1
#
ItemUpgrade.UpgradeWeaponDamagePercents = 5,10,15
#
# ItemUpgrade.UpgradeWeaponDamageToken
# Description: A token (item) that is to be used when players want to upgrade the damage of a weapon.
# Default: 0 - No token
# Item Entry - the entry of token
# Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1
#
ItemUpgrade.UpgradeWeaponDamageToken = 0
#
# ItemUpgrade.UpgradeWeaponDamageTokenCount
# Description: The number of ItemUpgrade.UpgradeWeaponDamageToken required to purchase a weapon damage rank.
# Default: 1 - 1x ItemUpgrade.UpgradeWeaponDamageToken
# Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1
# Only takes effect when ItemUpgrade.UpgradeWeaponDamageToken is a valid item
#
ItemUpgrade.UpgradeWeaponDamageTokenCount = 1
#
# ItemUpgrade.UpgradeWeaponDamageMoney
# Description: Money (copper) required for players to pay when buying a weapon damage upgrade.
# Default: 0 - No money
# Only takes effect when ItemUpgrade.UpgradeWeaponDamage is 1
#
ItemUpgrade.UpgradeWeaponDamageMoney = 0