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