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136 lines (118 loc) · 9.71 KB
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{
# The nebula effect may be enabled in lunasettings
#General toggles
#default:true
"MCTE_showSidebarInfo":true, #Show the info relating to terrain effects in the info bar, on the left side of the screen, during combat. Useful to disable if you're being spammed.
#GENERAL
#default: 1.0
"MCTE_solarShieldingMult":1.0, #A ship's solar shielding value is multiplied against this before applying solar shielding effects.
#default: true
"MCTE_showErrorsInGame":true, #Disable and run MCTE_reloadSettings if being spammed.
#TERRAIN-SPECIFIC
#Notice: Most values stack with multiple terrain instances. For example: A hardflux increment of 2 will increase to 4 with two pulsar instances.
#MAGNETIC FIELD SETTINGS
#each individual magnetic field you are in sequentially multiplies/adds these settings to 1, then the value of the last calculation, etc.
#ex. 3 magfields, all non-storm, with visionMult = 0.6: You get visionModifier = 1*0.6*(0.6*(0.6))
"MCTE_magneticFieldVisionMult":0.7, #default: 0.7
"MCTE_magneticFieldMissileGuidanceAndManeuverabilityMult":0.8, #default: 0.8
"MCTE_magneticFieldWeaponAndFighterRangeMult":0.7, #default: 0.7
"MCTE_magneticFieldECCMChanceMult":0.8, #modifies missile ECCM chance. this is the stuff provided by ECCM package, default: 0.8
"MCTE_magneticFieldMissileScrambleChance":0.006, #every second or so, looks at all guided missiles, subtracts the ECCM chance from this value, and then uses the calculated
# value as a percentage chance to determine if the missile should unlock and fly in random directions, default: 0.006
"MCTE_magneticFieldMissileUnscrambleChance":0.007, #default: 0.007
#MAGNETIC STORM SETTINGS
#same rules as the ones above, except these values are used for magnetic STORMS.
"MCTE_magneticStormVisionMult":0.35, #default: 0.35
"MCTE_magneticStormMissileGuidanceAndManeuverabilityMult":0.55, #default: 0.55
"MCTE_magneticStormWeaponAndFighterRangeMult":0.35, #default: 0.35
"MCTE_magneticStormECCMChanceMult":0.2, #default: 0.2
"MCTE_magneticStormMissileScrambleChance":0.02, #default: 0.2
"MCTE_magneticStormMissileUnscrambleChance":0.007, #default: 0.007
#SLIPSTREAM SETTINGS
"MCTE_slipstreamPPTMult":0.45, #default: 0.45
"MCTE_slipstreamWeaponRangeReduction":true, #if true, ships will receive the usual weapon range reduction, usually. default: true
"MCTE_slipstreamFluxDissipationMult":3, #default: 3
"MCTE_slipstreamOverallSpeedMultIncrement":1, #default: 1
#^ every slipstream will add this to the overall speed mult, which multiplies the hullsize-specific speed mult by itself
"MCTE_slipstreamHardfluxGenPerFrame":2, #default: 2
"MCTE_slipstreamStackPPTWithSO":true, #if true, the slipstream PPT debuff stacks with SO. defualts to true.
"MCTE_slipstreamDisableVenting":false, #if true, disables venting. duh. default: false
"MCTE_slipstreamIncreaseTurnRate":true, #if true, the speed buff will be applied to turnrate for SO-d ships, all missiles, and all fighters. default: true
"MCTE_slipstreamFighterZeroFluxBoost":true, #if true, fighters will have an additional speed boost applied to emulate a zero-flux boost. default: true
"MCTE_slipstreamMissileZeroFluxBoost":true, #if true, missiles will have an additional speed boost applied to emulate a zero-flux boost. default: true
"MCTE_slipstreamAffectIntangible":false, #if true, phased ships will be affected. default: false
#NEBULA SETTINGS
"MCTE_nebulaVisionMult":0.8, #default: 0.8
"MCTE_nebulaRangeMult":0.8, #default: 0.8
"MCTE_nebulaSpeedIncrement":-10, #default: -10
"MCTE_nebulaDisableZeroFluxBoost":false, #default: false
#HYPERCLOUD EFFECTS, all effects here are for hyperstorms too
"MCTE_deepHyperspaceMinimumCloudsPerCell":25, #controls how many nebulae hyperclouds spawn. default: 8
"MCTE_deepHyperspaceMaximumCloudsPerCell":40, #default: 20
#HYPERSTORM EFFECTS
"MCTE_hyperstormEnergyDamage":650.0, #energy damage the final purple bolt will do. default: 650
"MCTE_hyperstormEMPDamage":12000.0, #EMP damage the final purple bolts will do in total. default: 12000
"MCTE_hyperstormMinTimeBetweenStrikes":2, #Minimum time, in ~seconds, between arc attempts. default: 2
"MCTE_hyperstormMaxTimeBetweenStrikes":5, #Maximum time, in ~seconds, between arc attempts. default: 5
"MCTE_hyperstormGracePeriod":3, #After all active arc attempts on a target finish, the target is given this amount of time in
#~seconds before they can be targetted again. default: 3
"MCTE_hyperstormMinChargeTime":4.6, #Max time a ship will be zapped by the telegraphing arcs before they are struck by lightning. Default: 4.6
"MCTE_hyperstormMaxChargeTime":4.0, #Minimum time a ship will be zapped by the telegraphing arcs before they are struck by lightning. Default: 4.0
"MCTE_hyperstormMinArcRange":700, #Lower bound of the range that can be picked for an arc attempt. Default: 700
"MCTE_hyperstormMaxArcRange":700, #Upper bound of the range that can be picked for an arc attempt. Default: 700
"MCTE_hyperstormLightningForce":4500, #The amount of force in starsector units (yes i know) a arc will apply to a ship it hits. Default: 4500
"MCTE_hyperstormTimesToArc":5, #The amount of times a damaging ar will strike a ship. Higher = more dispersed damage. default: 5
"MCTE_hyperstormSpeedThreshold":50.0, #The speed at which a ship becomes targettable at, anything below and the lightning won't try to strike you, unless your mass is higher than the untargettability mass threshold.
#Also affects general targetting chance.
#default :50
"MCTE_hyperstormSpeedUntargetabilityThreshold":400.0, #The "anchor point" for speed untargetability mass calculations. Anything below this will be untargetable at or under the speed threshold,
#and anything more will have their speed threshold progressively lowered, to a minimum of 1 speed. #default: 400
"MCTE_hyperstormMassTargettingCoefficient":0.09, #Coefficient that determines the weight of a entity's mass when calculating targetting chance. default: 0.09
"MCTE_hyperstormMassTargettingMaxMult":6.0, #The maximum targetting chance multiplier that mass can grant. default: 6
"MCTE_hyperstormSpeedTargettingCoefficient":0.35, #Coefficient that determines the weight of a entity's velocity when calculating targetting chance. Default: 0.35
"MCTE_hyperstormSpeedTargettingMaxMult":8.0, #The maximum targetting chance multiplier that velocity can grant. default: 8
"MCTE_hyperstormPrimaryRandomnessThreshold":1.0, #Percent chance of a hypercloud massively increasing or decreasing a given entity's favorability of targettability during target calculations.
"MCTE_refinementIterations":2500, #Amount of iterations that will be ran to refine the centroid (center) of the hyperstorms. Higher = Better functionality, worse loading times. default: 2500
#BLACK HOLE EFFECTS
"MCTE_blackHoleGravityEnabled":true, #if true, black holes will apply a gravitational effect to all combat entities, dragging them towards the actual
# black hole campaign entity. ex. if you fight to the exact left of a black hole, everything will be dragged to the right. default: true
"MCTE_blackHoleTimemultMult":2.5f, #Multiplies the "intensity" of the black hole by this, then adds the result to the timemult to be applied to all ships. Ex. At the center of a black hole,
# the intensity is 1, so it becomes 1*2f. default: 2f
"MCTE_blackHolePPTCompensation":80f, #The percent of the black hole CR debuffs to be removed. default: 80f
"MCTE_gravityMult":1.7f, #the base gravity mult. increase for higher gravity, decrease for lower. default: 1.7f
#PULSAR EFFECTS
#All values assume intensity of the pulsar is at 100%.
#if the value has increment in it, it is added to the actual value for each pulsar influencing the battle
"MCTE_pulsarForceEnabled":true, #if true, combat entities will be blown away from the pulsar. default: true
"MCTE_pulsarForceMult":0.55f, #controls how strong the pulsar force is. default: 0.55
"MCTE_pulsarBaseIntensityMult":1f, #global modifier for the strength of everything. default: 1
"MCTE_pulsarPPTCompensation":100f, #The percent of the pulsar CR debuffs to be removed. not always the exact value as its affected by the intensity. default: 100f
"MCTE_pulsarHardFluxGenPerFrameIncrement":1f, #This amount in hardflux will be applied to every ship 60 times a second. default: 3
"MCTE_pulsarEMPDamageBonusForWeaponsIncrement":70f, # The amount of EMP damage to be added to every projectile. Flat buff. default: 70
"MCTE_pulsarShieldEffectMultIncrement":0.5f, # The amount that shield eff, shield upkeep, and shield emp arc pierce chance will be multiplied by.
# default: 0.5
"MCTE_pulsarRandomArcChanceIncrement":0.05f, #the chance, every frame, for a ship to be EMPed. default: 0.05
"MCTE_pulsarRandomArcEMPDamageIncrement":85f, #the EMP damage a random EMP does. default: 85
"MCTE_pulsarRandomArcEnergyDamageIncrement":2f, # the energy damage a random EMP does. default: 2
#DEBRIS FIELD EFFECTS
#"MCTE_debrisFieldMaxPieces":1000,
# The max number of bonus objectives a debris field can spawn.
"MCTE_debrisFieldMaxObjSpawns":6,
# The higher the number, the more objectives spawn in debris fields.
"MCTE_debrisFieldObjsPerDensity":2,
#MODDED SETTINGS
#MORE PLANETARY CONDITIONS
#MESON FIELD EFFECTS
# Meson fields, not storms, flatly increase non-missile weapon range by this amount
"MCTE_mesonFieldWeaponRangeIncrement":400f,
# Meson fields, not storms, multiply in-combat vision by this amount
"MCTE_mesonFieldVisionMult": 1.3f,
# Meson storms flatly increase all weapon range by this amount
"MCTE_mesonStormWeaponRangeIncrement": 1400f,
# Meson storms flatly increase wing engagement range by this amount
"MCTE_mesonStormWingRangeIncrement": 2000f,
# Meson storms multiply system range by this amount
"MCTE_mesonStormSystemRangeMult": 4f,
# Meson storms multiply in-combat vision by this amount
"MCTE_mesonStormVisionMult": 4f,
}