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SubModule.xml
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SubModule.xml
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<Module>
<Name value="Prevent Nobility Escape"/>
<Id value="PreventEscape"/>
<Version value="v1.0.0"/>
<SingleplayerModule value="true"/>
<MultiplayerModule value="false"/>
<DependedModules>
<DependedModule Id="Native"/>
<DependedModule Id="SandBoxCore"/>
<DependedModule Id="Sandbox"/>
<DependedModule Id="CustomBattle"/>
<DependedModule Id="StoryMode" />
</DependedModules>
<SubModules>
<SubModule>
<Name value="PreventEscapeSubModule"/>
<!-- Path to the DLL File, if your Mod is called MyModule then it should be -->
<DLLName value="PreventEscape.dll"/>
<SubModuleClassType value="PreventEscape.PreventEscapeSubModule"/>
<Tags>
<Tag key="DedicatedServerType" value="none" />
<Tag key="IsNoRenderModeElement" value="false" />
</Tags>
</SubModule>
</SubModules>
<Config>
<!-- Base chance that any given hero would escape from other non-bandit hero's imprisonment -->
<!-- Original game value: 0.1 -->
<BaseEscapeChance>0.01</BaseEscapeChance>
<!-- Base chance that any given hero would escape from other bandit hero's imprisonment -->
<!-- Original game value: 0.1 -->
<BaseEscapeChanceFromBandits>0.1</BaseEscapeChanceFromBandits>
<!-- Base chance is multiplied by this value if captor is player -->
<!-- Original game value: 0.33 -->
<EscapeFromPlayerModifier>0.33</EscapeFromPlayerModifier>
<!-- Base chance is multiplied by this value if captor and prisoner factions is at war -->
<!-- Original game value: 1.0 -->
<EscapeAtWarModifier>0.1</EscapeAtWarModifier>
<!-- These values used in hero ransom evaluation-->
<!-- Evaluator sums values, multiplied by appropriate factor, and then multiplies values based on whether hero is faction or kingdom leader and factions is at war -->
<!-- Algorithm is following: (ClanStrength*RansomStrengthFactor + ClanRenown*RansomRenownFactor + RecruitmentCost*RansomRecruitmentCostFactor)*(1.0+(Relation/100.0)*RansomRelationFactor)*(FactionsIsAtWar?RansomAtWarFactor:1)*(IsKingdomLeader?RansomKingdomLeaderFactor:(IsFactionLeader?RansomFactionLeaderFactor:RansomOtherFactor)) -->
<!-- Multiplier for total strength of a faction to which hero belongs -->
<RansomStrengthFactor>100</RansomStrengthFactor>
<!-- Multiplier for renown of a clan to which hero belongs -->
<RansomRenownFactor>10</RansomRenownFactor>
<!-- Multiplier for recruitment cost of this hero (based on his level) -->
<RansomRecruitmentCostFactor>10</RansomRecruitmentCostFactor>
<!-- Multiplier for relation of evaluator to evaluated hero (applied to relation value) -->
<RansomRelationFactor>2</RansomRelationFactor>
<!-- Multiplier for sum of previous factors, applied if evaluator faction and hero faction is at war -->
<RansomAtWarFactor>2</RansomAtWarFactor>
<!-- Multiplier for sum of previous factors, applied if hero is kingdom leader -->
<RansomKingdomLeaderFactor>4</RansomKingdomLeaderFactor>
<!-- Multiplier for sum of previous factors, applied if hero is leader of faction or clan -->
<RansomFactionLeaderFactor>2</RansomFactionLeaderFactor>
<!-- Multiplier for sum of previous factors, applied if hero neither is kingdom leader nor faction/clan leader -->
<RansomOtherFactor>1</RansomOtherFactor>
<!-- Value by which prisoner relation to ransomer will be improved -->
<RansomRelationImprovement>10</RansomRelationImprovement>
<!-- Value by which prisoner's leader relation to ransomer will be improved (if prisoner isn't leader) -->
<RansomLeaderRelationImprovement>2</RansomLeaderRelationImprovement>
</Config>
</Module>