Bloodcraft
Leveling, expertise, legacies, professions, familiars, classes, quests!
| Date uploaded | 3 weeks ago |
| Version | 1.13.22 |
| Download link | zfolmt-Bloodcraft-1.13.22.zip |
| Downloads | 2765 |
| Dependency string | zfolmt-Bloodcraft-1.13.22 |
This mod requires the following mods to function
BepInEx-BepInExPack_V_Rising
BepInEx pack for V Rising. Preconfigured and includes Unity Base DLLs.
Preferred version: 1.733.2deca-VampireCommandFramework
Command framework for developers to easily create universal commands for their plugins.
Preferred version: 0.10.4README
Table of Contents
- Eclipse <--- RECOMMENDED
- Support Development
- Feature Overview
- Bleeding Edge
- Extra Recipes
- Chat Commands
- Configuration
- Recommended Mods
Development
Tooling bootstrap
- Run
bash .codex/install.shfrom the repository root before anydotnetcommand. This provisions the expected .NET SDK, builds the project once, and installsshellcheckwhen a supported package manager is available.
Shell linting
- Canonical shell lint command:
bash .codex/shellcheck.sh - Current explicit lint scope:
.codex/install.sh.codex/shellcheck.sh
- This command fails fast when
shellcheckis unavailable and tells contributors to bootstrap the repository withbash .codex/install.shfirst. - Keep
.codex/as the default lint target for repository tooling. Expand the explicit file list in.codex/shellcheck.shas new tracked shell scripts are added.
Support Development
Sponsors ♥️
Jairon O.; Odjit; Jera; Kokuren TCG and Gaming Shop; Rexxn; Eduardo G.; DirtyMike; Imperivm Draconis; Geoffrey D.; SirSaia; Robin C.; Colin F.; Jade K.; Jorge L.; Adrian L.;
Content Sections
Features
Feature Overview
Experience Leveling
- Gain experience and level up, primarily from slaying enemies.
.lvl log(toggle experience gain logging in chat).lvl get(view current level and experience progress)
- Rested XP accumulates while logged out in a coffin.
- Stone coffins provide full rested gains, wooden coffins provide half
Weapon Expertise
- Gain levels in weapon types when slaying (equipped for final blow) enemies.
.wep log(toggle gains logging in chat).wep get(view weapon progression/stat details)
- Pick stats to enhance per weapon when equipped.
.wep lst(view weapon bonus stat options).wep cst[Weapon] [WeaponStat] (select bonus stat for entered weapon).wep rst(reset stat selection for current weapon)
- Stat bonus values scale with player weapon expertise level per weapon.
- classes have synergies with different weapon stats (see Classes)
Blood Legacies
- Gain levels in blood types when feeding on (executes and completions) enemies.
.bl log(toggle gains logging in chat).bl get(view blood progression/stat details)
- Pick stats to enhance per blood when using.
.bl lst(view blood bonus stat options).bl cst[Blood] [BloodStat] (select bonus stat for entered weapon).bl rst(reset stat selection for current weapon)
- Stat bonus values scale with player blood legacy level per blood.
- classes have synergies with different blood stats (see Classes)
Classes
- Select a class for free when starting and change later for a cost.
.class l(list available classes).class c [Class](select a class).class change [Class](change class, costs configured items)
- Classes provide:
- Weapon & Blood Stat Synergies which increase the effectiveness for specific stats from expertise and legacies
- On-Hit Effect debuffs applied at configured chance when the player deals damage (ignite, weaken, chill, etc. will apply secondary effect that either buffs you or debuffs enemy further if first effect is already present on target)
- Extra Spells from the themed spell school of the class, one of which unlocks every leveling prestige by default; these can be used on Shift key
Familiars
- Unlock and summon defeated enemies as your familiar.
.fam l(list familiars in current box).fam b [#](summon an unlocked familiar).fam ub(unbind current familiar)
- Familiars level up with experience like the player, stats scale with level and familiar prestiges.
.fam gl(view current familiar stats and level).fam pr [Stat](prestige a familiar to gain additional stat bonuses at max or for schematics)
- Familiar Battles with queue system (must designate an arena, one allowed currently).
.fam challenge [Player](challenge another player to battle, accept by emoting yes and decline by emoting no).fam sba(set battle arena location, best to enclose so players cannot interfere and view only)
- Shinies:
- 20% chance for random shiny effect on first unit unlock, 100% chance on repeated unit unlock
- Chance when dealing damage to apply respective spell school debuff, same proc chance as configured for class onhit effects
.fam shiny [SpellSchool](apply or change shiny, requires vampiric dust)
- Familiar unlocks can be shared with clan or party members within experience share distance when
ShareUnlocksis enabled. - Familiars can equip gear when emote actions (
.fam e, list available emote actions with.fam actions) are enabled;beckonto enter interact mode, settingEquipmentOnlyto true limits this to equipment slots only without a useable inventory. - Spend exo prestige rewards to unlock VBlood familiars with
.fam echoes [VBloodName]. Costs scale by unit level and tier and depend on thePrimalEchoesconfiguration andEchoesFactormultiplier. - Server owners can control which units are eligible through
AllowVBloods,AllowMinions,BannedUnits, andBannedTypessettings.
Quests
- Players can complete daily and weekly quests for XP and rewards.
.quest log(toggle quest tracking messages).quest d(display current daily quest).quest w(display current weekly quest).quest t [daily/weekly](track nearest quest target).quest r [daily/weekly](reroll quests for configured cost)
Professions
- Gain profession levels by gathering resources and crafting equipment.
- Mining, Woodcutting, Harvesting → bonus resources per broken resource object, scales with profession level (additional resources of what was broken and profession specific bonus drops; gold ore (salvage to jewelry), random saplings, and random seeds respectively)
- Fishing → bonus fish every 20 levels
- Alchemy → increases potion effectiveness & duration (x2 at max, holy pots do not benefit from increased effectiveness but will have longer duration)
- Blacksmithing, Enchanting, Tailoring → increase base stats (10% at max) and durability (x2 at max) for respective types of crafted gear
.prof log(toggle profession XP gain logging).prof get [Profession](view profession level)
Prestige
- Resets player level, grants a permanent buff (REWORKING), reduces experience gained from units, and increases rate gains for expertise/legacies per prestige.
.prestige me [Type](experience and/or various weapons and bloods, the latter variety will see increased bonus stat caps and reduced rate gains per prestige)
.prestige get [Type](view prestige progress and details)
Endgame Extras (section WIP)
- Elite Primal Rifts automatically start Primal War events at the rate/interval set by
PrimalRiftFrequencywhenElitePrimalRiftsare enabled. - Nightmare Mode globally amps non-player combat units with PvE-only health, power, and movement tuning when
NightmareModeis enabled. - Elite Shard Bearers increases the challenge of shard bearers significantly when
EliteShardBearersis enabled, and their levels can be uniformly set viaShardBearerLevel.
Bleeding Edge
Slashers
- Every 3rd primary attack (must chain to the last hit) will apply bleed, stacking up to 3 times.
Crossbow
- Primary projectile is significantly faster.
TwinBlades
- 2nd weapon skill (E) will apply shield from new frost spell when used on vBlood enemies.
Pistols
- 25% increased primary attack projectile range.
Daggers
- Stacks refresh even after unequipping daggers.
Extra Recipes
Salvageable
- EMPs (20s)
- x2 Depleted Battery
- x15 Tech Scrap
- Bat Hide (15s)
- x3 Lesser Stygians
- x5 Blood Essence
- Copper Wires (15s)
- x1 Electricity
- Primal Blood Essence (10s)
- x5 Electricity
- Gold Ore (10s)
- x2 Gold Jewelry
- Radiant Fiber (10s)
- x8 Gem Dust
- x16 Plant Fiber
- x24 Pollen
Refinable
- Primal Jewel (T04s with additional modifiers, random however spell school can be influenced via accompanying respective perfect gem which are awarded randomly from dailies/weeklies)
- Inputs: x1 Demon Fragment (default, configurable)
- Outputs: x1 Primal Jewel
- Station: Gem Cutting Table
- Primal Stygian Shard (default currency for '.fam echoes', see config option for details)
- Inputs: x8 Greater Stygian Shards
- Outputs: x1 Primal Stygian Shard
- Station: Gem Cutting Table
- Charged Battery
- Inputs: x1 Depleted Battery, x1 Electricity
- Outputs: x1 Charged Battery
- Station: Fabricator
- Blood Crystal
- Inputs: x100 Crystals, 1x Greater Blood Essence
- Outputs: x100 Blood Crystal
- Station: Advanced Blood Press
- Copper Wires
- Inputs: x3 Copper Ingots
- Outputs: x1 Copper Wires
- Station: Fabricator
- Vampiric Dust (used to apply/change shiny buffs for familiars)
- Inputs: x8 Bleeding Hearts, x40 Blood Crystals
- Outputs: x1 Vampiric Dust
- Station: Advanced Grinder
Commands
Chat Commands
Blood Commands
.blood choosestat [BloodOrStat] [BloodStat]- Choose a bonus stat to enhance for your blood legacy.
- Shortcut: .bl cst [BloodOrStat] [BloodStat]
.blood get [BloodType]- Display current blood legacy details.
- Shortcut: .bl get [BloodType]
.blood list- Lists blood legacies available.
- Shortcut: .bl l
.blood liststats- Lists blood stats available.
- Shortcut: .bl lst
.blood log- Toggles Legacy progress logging.
- Shortcut: .bl log
.blood resetstats- Reset stats for current blood.
- Shortcut: .bl rst
.blood set [Player] [Blood] [Level]🔒- Sets player blood legacy level.
- Shortcut: .bl set [Player] [Blood] [Level]
Class Commands
.class change [Class]- Change classes.
- Shortcut: .class c [Class]
.class choosespell [#]- Sets shift spell for class if prestige level is high enough.
- Shortcut: .class csp [#]
.class list- List available classes.
- Shortcut: .class l
.class listspells [Class]- Shows spells that can be gained from class.
- Shortcut: .class lsp [Class]
.class liststats [Class]- List weapon and blood stat synergies for a class.
- Shortcut: .class lst [Class]
.class lockshift- Toggle shift spell.
- Shortcut: .class shift
.class select [Class]- Select class.
- Shortcut: .class s [Class]
Familiar Commands
.familiar add [PlayerName] [PrefabGuid/CHAR_Unit_Name]🔒- Unit testing.
- Shortcut: .fam a [PlayerName] [PrefabGuid/CHAR_Unit_Name]
.familiar addbattlegroup [BattleGroup]- Creates new battle group.
- Shortcut: .fam abg [BattleGroup]
.familiar addbox [BoxName]- Adds empty box with name.
- Shortcut: .fam ab [BoxName]
.familiar bind [#]- Activates specified familiar from current list.
- Shortcut: .fam b [#]
.familiar challenge [PlayerName]- Challenges a player to battle or displays queue details.
- Shortcut: .fam challenge [PlayerName]
.familiar choosebattlegroup [BattleGroup]- Sets active battle group.
- Shortcut: .fam cbg [BattleGroup]
.familiar choosebox [Name]- Choose active box of familiars.
- Shortcut: .fam cb [Name]
.familiar deletebattlegroup [BattleGroup]- Deletes a battle group.
- Shortcut: .fam dbg [BattleGroup]
.familiar deletebox [BoxName]- Deletes specified box if empty.
- Shortcut: .fam db [BoxName]
.familiar echoes [VBloodName]- VBlood purchasing for exo reward with quantity scaling to unit tier.
- Shortcut: .fam echoes [VBloodName]
.familiar emoteactions- Shows available emote actions.
- Shortcut: .fam actions
.familiar emotes- Toggle emote actions.
- Shortcut: .fam e
.familiar getlevel- Display current familiar leveling progress.
- Shortcut: .fam gl
.familiar list- Lists unlocked familiars from current box.
- Shortcut: .fam l
.familiar listbattlegroup [BattleGroup]- Displays details of the specified battle group, or the active one if none is given.
- Shortcut: .fam bg [BattleGroup]
.familiar listbattlegroups- Lists available battle groups.
- Shortcut: .fam bgs
.familiar listboxes- Shows the available familiar boxes.
- Shortcut: .fam boxes
.familiar movebox [BoxName]- Moves active familiar to specified box.
- Shortcut: .fam mb [BoxName]
.familiar prestige- Prestiges familiar if conditions are met, raising base stats by configured multiplier.
- Shortcut: .fam pr
.familiar remove [#]- Removes familiar from current set permanently.
- Shortcut: .fam r [#]
.familiar renamebox [CurrentName] [NewName]- Renames a box.
- Shortcut: .fam rb [CurrentName] [NewName]
.familiar reset- Resets (destroys) entities found in followerbuffer and clears familiar actives data.
- Shortcut: .fam reset
.familiar search [Name]- Searches boxes for familiar(s) with matching name.
- Shortcut: .fam s [Name]
.familiar setbattlearena🔒- Set current position as the center for the familiar battle arena.
- Shortcut: .fam sba
.familiar setlevel [Player] [Level]🔒- Set current familiar level.
- Shortcut: .fam sl [Player] [Level]
.familiar shinybuff [SpellSchool]- Spend vampiric dust to make your familiar shiny!
- Shortcut: .fam shiny [SpellSchool]
.familiar slotbattlegroup [BattleGroupOrSlot] [Slot]- Assigns active familiar to a battle group slot. If no battle group is specified, assigns to active group.
- Shortcut: .fam sbg [BattleGroupOrSlot] [Slot]
.familiar smartbind [Name]- Searches and binds a familiar. If multiple matches are found, returns a list for clarification.
- Shortcut: .fam sb [Name]
.familiar toggle- Calls or dismisses familar.
- Shortcut: .fam t
.familiar togglecombat- Enables or disables combat for familiar.
- Shortcut: .fam c
.familiar toggleoption [Setting]- Toggles various familiar settings.
- Shortcut: .fam option [Setting]
.familiar unbind- Destroys active familiar.
- Shortcut: .fam ub
Level Commands
.level get- Display current leveling progress.
- Shortcut: .lvl get
.level ignoresharedexperience [Player]🔒- Adds (or removes) player to list of those who are not eligible to receive shared experience.
- Shortcut: .lvl ignore [Player]
.level log- Toggles leveling progress logging.
- Shortcut: .lvl log
.level set [Player] [Level]🔒- Sets player level.
- Shortcut: .lvl set [Player] [Level]
Misc Commands
Miscellaneous Commands
.miscellaneous health🔒- Shows startup readiness state summary.
- Shortcut: .misc health
.miscellaneous prepareforthehunt- Completes GettingReadyForTheHunt if not already completed.
- Shortcut: .misc prepare
.miscellaneous reminders- Toggles general reminders for various mod features.
- Shortcut: .misc remindme
.miscellaneous sct [Type]- Toggles various scrolling text elements.
- Shortcut: .misc sct [Type]
.miscellaneous silence- Resets stuck combat music if needed.
- Shortcut: .misc silence
.miscellaneous starterkit- Provides starting kit.
- Shortcut: .misc kitme
.miscellaneous userstats- Shows neat information about the player.
- Shortcut: .misc userstats
Prestige Commands
.prestige exoform- Toggles taunting to enter exoform.
- Shortcut: .prestige exoform
.prestige get [PrestigeType]- Shows information about player's prestige status.
- Shortcut: .prestige get [PrestigeType]
.prestige iacknowledgethiswillremoveallprestigebuffsfromplayersandwantthattohappen🔒- Globally removes prestige buffs from players to facilitate changing prestige buffs in config.
- Shortcut: .prestige iacknowledgethiswillremoveallprestigebuffsfromplayersandwantthattohappen
.prestige ignoreleaderboard [Player]🔒- Adds (or removes) player to list of those who will not appear on prestige leaderboards. Intended for admin-duties only accounts.
- Shortcut: .prestige ignore [Player]
.prestige leaderboard [PrestigeType]- Lists prestige leaderboard for type.
- Shortcut: .prestige lb [PrestigeType]
.prestige list- Lists prestiges available.
- Shortcut: .prestige l
.prestige permashroud- Toggles permashroud if applicable.
- Shortcut: .prestige shroud
.prestige reset [Player] [PrestigeType]🔒- Handles resetting prestiging.
- Shortcut: .prestige r [Player] [PrestigeType]
.prestige selectform [EvolvedVampire|CorruptedSerpent]- Select active exoform shapeshift.
- Shortcut: .prestige sf [EvolvedVampire|CorruptedSerpent]
.prestige self [PrestigeType]- Handles player prestiging.
- Shortcut: .prestige me [PrestigeType]
.prestige set [Player] [PrestigeType] [Level]🔒- Sets the specified player to a certain level of prestige in a certain type of prestige.
- Shortcut: .prestige set [Player] [PrestigeType] [Level]
.prestige syncbuffs- Applies prestige buffs appropriately if not present.
- Shortcut: .prestige sb
Profession Commands
.profession get [Profession]- Display your current profession progress.
- Shortcut: .prof get [Profession]
.profession list- Lists professions available.
- Shortcut: .prof l
.profession log- Toggles profession progress logging.
- Shortcut: .prof log
.profession set [Name] [Profession] [Level]🔒- Sets player profession level.
- Shortcut: .prof set [Name] [Profession] [Level]
Quest Commands
.quest complete [Name] [QuestType]🔒- Forcibly completes a specified quest for a player.
- Shortcut: .quest c [Name] [QuestType]
.quest log- Toggles quest progress logging.
- Shortcut: .quest log
.quest progress [QuestType]- Display your current quest progress.
- Shortcut: .quest p [QuestType]
.quest refresh [Name]🔒- Refreshes daily and weekly quests for player.
- Shortcut: .quest rf [Name]
.quest reroll [QuestType]- Reroll quest for cost (daily only currently).
- Shortcut: .quest r [QuestType]
.quest track [QuestType]- Locate and track quest target.
- Shortcut: .quest t [QuestType]
Weapon Commands
.weapon choosestat [WeaponOrStat] [WeaponStat]- Choose a weapon stat to enhance based on your expertise.
- Shortcut: .wep cst [WeaponOrStat] [WeaponStat]
.weapon get- Displays current weapon expertise details.
- Shortcut: .wep get
.weapon list- Lists weapon expertises available.
- Shortcut: .wep l
.weapon liststats- Lists weapon stats available.
- Shortcut: .wep lst
.weapon lockspells- Locks in the next spells equipped to use in your unarmed slots.
- Shortcut: .wep locksp
.weapon log- Toggles expertise logging.
- Shortcut: .wep log
.weapon resetstats- Reset the stats for current weapon.
- Shortcut: .wep rst
.weapon set [Name] [Weapon] [Level]🔒- Sets player weapon expertise level.
- Shortcut: .wep set [Name] [Weapon] [Level]
.weapon setspells [Name] [Slot] [PrefabGuid] [Radius]🔒- Manually sets spells for testing (if you enter a radius it will apply to players around the entered name).
- Shortcut: .wep spell [Name] [Slot] [PrefabGuid] [Radius]
Configuration
General
- Language Localization:
LanguageLocalization(string, default: "English") The language localization for prefabs displayed to users. English by default. Options: Brazilian, English, French, German, Hungarian, Italian, Japanese, Koreana, Latam, Polish, Russian, SimplifiedChinese, Spanish, TraditionalChinese, Thai, Turkish, Vietnamese - Eclipsed:
Eclipsed(bool, default: False) Eclipse will be active if any features that sync with the client are enabled. Instead, this now controls the frequency; true for faster (0.1s), false for slower (2.5s). - Elite Primal Rifts:
ElitePrimalRifts(bool, default: False) Enable or disable elite primal rifts. - Rift Frequency:
RiftFrequency(int, default: 0) Number of primal rifts to start per day when they are enabled (24 max). - Nightmare Mode:
NightmareMode(bool, default: False) Enable or disable PvE-only health, power, and movement tuning for enemy units. - Elite Shard Bearers:
EliteShardBearers(bool, default: False) Enable or disable elite shard bearers. - Shard Bearer Level:
ShardBearerLevel(int, default: 0) Sets level of shard bearers if elite shard bearers is enabled. Leave at 0 for no effect. - Potion Stacking:
PotionStacking(bool, default: False) Enable or disable potion stacking (can have t01/t02 effects at the same time). - Bear Form Dash:
BearFormDash(bool, default: False) Enable or disable bear form dash. - Bleeding Edge:
BleedingEdge(string, default: "") Enable various weapon-specific changes; some are more experimental than others, see README for details. (Slashers, Crossbow, Pistols, TwinBlades, Daggers) - Primal Arsenal:
PrimalArsenal(bool, default: False) Experimental weapons with different models and abilities. - Primal Jewel Cost:
PrimalJewelCost(int, default: -77477508) If extra recipes is enabled with a valid item prefab here (default demon fragments), it can be refined via gemcutter for random enhanced tier 4 jewels (better rolls, more modifiers).
StarterKit
- Starter Kit:
StarterKit(bool, default: False) Enable or disable the starter kit. - Kit Prefabs:
KitPrefabs(string, default: "862477668,-1531666018,-1593377811,1821405450") Item prefabGuids for starting kit. - Kit Quantities:
KitQuantities(string, default: "500,1000,1000,250") The quantity of each item in the starter kit. - Kit Familiar:
KitFamiliar(int, default: 0) Character Prefab GUID for a familiar to grant with the starter kit (0 disables).
Quests
- Quest System:
QuestSystem(bool, default: False) Enable or disable quests (kill, gather, and crafting). - Infinite Dailies:
InfiniteDailies(bool, default: False) Enable or disable infinite dailies. - Daily Perfect Chance:
DailyPerfectChance(float, default: 0.1) Chance to receive a random perfect gem (can be used to control spell school for primal jewels in gemcutter) when completing daily quests. - Quest Rewards:
QuestRewards(string, default: "28358550,576389135,-257494203") Item prefabs for quest reward pool. - Quest Reward Amounts:
QuestRewardAmounts(string, default: "50,250,50") The amount of each reward in the pool. Will be multiplied accordingly for weeklies (*5) and vblood kill quests (*3). - Reroll Daily Prefab:
RerollDailyPrefab(int, default: -949672483) Prefab item for rerolling daily. - Reroll Daily Amount:
RerollDailyAmount(int, default: 50) Cost of prefab for rerolling daily. - Reroll Weekly Prefab:
RerollWeeklyPrefab(int, default: -949672483) Prefab item for rerolling weekly. - Reroll Weekly Amount:
RerollWeeklyAmount(int, default: 50) Cost of prefab for rerolling weekly. Won't work if already completed for the week.
Leveling
- Leveling System:
LevelingSystem(bool, default: False) Enable or disable the leveling system. - Rested XP System:
RestedXPSystem(bool, default: False) Enable or disable rested experience for players logging out inside of coffins (half for wooden, full for stone). Prestiging level will reset accumulated rested xp. - Rested XP Rate:
RestedXPRate(float, default: 0.05) Rate of Rested XP accumulation per tick (as a percentage of maximum allowed rested XP, if configured to one tick per hour 20 hours offline in a stone coffin will provide maximum current rested XP). - Rested XP Max:
RestedXPMax(int, default: 5) Maximum extra levels worth of rested XP a player can accumulate. - Rested XP Tick Rate:
RestedXPTickRate(float, default: 120) Minutes required to accumulate one tick of Rested XP. - Max Level:
MaxLevel(int, default: 90) The maximum level a player can reach. - Starting Level:
StartingLevel(int, default: 10) Starting level for players if no data is found. - Unit Leveling Multiplier:
UnitLevelingMultiplier(float, default: 7.5) The multiplier for experience gained from units. - V Blood Leveling Multiplier:
VBloodLevelingMultiplier(float, default: 15) The multiplier for experience gained from VBloods. - Docile Unit Multiplier:
DocileUnitMultiplier(float, default: 0.15) The multiplier for experience gained from docile units. - War Event Multiplier:
WarEventMultiplier(float, default: 0.2) The multiplier for experience gained from war event trash spawns. - Unit Spawner Multiplier:
UnitSpawnerMultiplier(float, default: 0) The multiplier for experience gained from unit spawners (vermin nests, tombs). Applies to familiar experience as well. - Group Leveling Multiplier:
GroupLevelingMultiplier(float, default: 1) The multiplier for experience gained from group kills. - Level Scaling Multiplier:
LevelScalingMultiplier(float, default: 0.05) Reduces experience gained from kills with a large level gap between player and unit, increase to make harsher decrease or set to 0 to remove. - Exp Share:
ExpShare(bool, default: True) Enable or disable sharing experience with nearby players (ExpShareDistance) in combat that are within level range (ExpShareLevelRange, this does not apply to players that have prestiged at least once on PvE servers or clan members of the player that does the final blow) along with familiar unlock sharing if enabled (on PvP servers will only apply to clan members). - Exp Share Level Range:
ExpShareLevelRange(int, default: 10) Maximum level difference between players allowed for ExpShare, players who have prestiged at least once are exempt from this. Use 0 for no level diff restrictions. - Exp Share Distance:
ExpShareDistance(float, default: 25) Default is ~5 floor tile lengths.
Prestige
- Prestige System:
PrestigeSystem(bool, default: False) Enable or disable the prestige system (requires leveling to be enabled as well). - Prestige Buffs:
PrestigeBuffs(string, default: "1504279833,0,0,0,0,0,0,0,0,0") The PrefabGUID hashes for general prestige buffs, use 0 to skip otherwise buff applies at the prestige level (only shroud for first default while reworked). - Prestige Levels To Unlock Class Spells:
PrestigeLevelsToUnlockClassSpells(string, default: "0,1,2,3,4,5") The prestige levels at which class spells are unlocked. This should match the number of spells per class +1 to account for the default class spell. Can leave at 0 each if you want them unlocked from the start. - Max Leveling Prestiges:
MaxLevelingPrestiges(int, default: 10) The maximum number of prestiges a player can reach in leveling. - Leveling Prestige Reducer:
LevelingPrestigeReducer(float, default: 0.05) Flat factor by which experience is reduced per increment of prestige in leveling. - Prestige Rates Reducer:
PrestigeRatesReducer(float, default: 0.1) Flat factor by which rates are reduced in expertise/legacy per increment of prestige in expertise/legacy. - Prestige Stat Multiplier:
PrestigeStatMultiplier(float, default: 0.1) Flat factor by which stats are increased in expertise/legacy bonuses per increment of prestige in expertise/legacy. - Prestige Rate Multiplier:
PrestigeRateMultiplier(float, default: 0.1) Flat factor by which rates are increased in expertise/legacy per increment of prestige in leveling. - Exo Prestiging:
ExoPrestiging(bool, default: False) Enable or disable exo prestiges (need to max normal prestiges first, 100 exo prestiges currently available). - Exo Prestige Reward:
ExoPrestigeReward(int, default: 28358550) The reward for exo prestiging (tier 3 nether shards by default). - Exo Prestige Reward Quantity:
ExoPrestigeRewardQuantity(int, default: 500) The quantity of the reward for exo prestiging. - True Immortal:
TrueImmortal(bool, default: False) Enable or disable Immortal blood for the duration of exoform. - Leaderboard:
Leaderboard(bool, default: True) Enable or disable the various prestige leaderboard rankings.
Expertise
- Expertise System:
ExpertiseSystem(bool, default: False) Enable or disable the expertise system. - Max Expertise Prestiges:
MaxExpertisePrestiges(int, default: 10) The maximum number of prestiges a player can reach in expertise. - Unarmed Slots:
UnarmedSlots(bool, default: False) Enable or disable extra spells while unarmed. - Fishing Slots:
FishingSlots(bool, default: False) Enable or disable extra spells while fishing. - Duality:
Duality(bool, default: True) True for both unarmed slots, false for one unarmed slot. Does nothing without UnarmedSlots enabled (doesn't apply to fishing pole). - Shift Slot:
ShiftSlot(bool, default: False) Enable or disable using class spell on shift. - Max Expertise Level:
MaxExpertiseLevel(int, default: 100) The maximum level a player can reach in weapon expertise. - Unit Expertise Multiplier:
UnitExpertiseMultiplier(float, default: 2) The multiplier for expertise gained from units. - V Blood Expertise Multiplier:
VBloodExpertiseMultiplier(float, default: 5) The multiplier for expertise gained from VBloods. - Unit Spawner Expertise Factor:
UnitSpawnerExpertiseFactor(float, default: 1) The multiplier for experience gained from unit spawners (vermin nests, tombs). - Expertise Stat Choices:
ExpertiseStatChoices(int, default: 3) The maximum number of stat choices a player can pick for a weapon expertise. Max of 3 will be sent to client UI for display. - Reset Expertise Item:
ResetExpertiseItem(int, default: 576389135) Item PrefabGUID cost for resetting weapon stats. - Reset Expertise Item Quantity:
ResetExpertiseItemQuantity(int, default: 500) Quantity of item required for resetting stats. - Max Health:
MaxHealth(float, default: 250) The base cap for maximum health. - Movement Speed:
MovementSpeed(float, default: 0.25) The base cap for movement speed. - Primary Attack Speed:
PrimaryAttackSpeed(float, default: 0.1) The base cap for primary attack speed. - Physical Life Leech:
PhysicalLifeLeech(float, default: 0.1) The base cap for physical life leech. - Spell Life Leech:
SpellLifeLeech(float, default: 0.1) The base cap for spell life leech. - Primary Life Leech:
PrimaryLifeLeech(float, default: 0.15) The base cap for primary life leech. - Physical Power:
PhysicalPower(float, default: 20) The base cap for physical power. - Spell Power:
SpellPower(float, default: 10) The base cap for spell power. - Physical Crit Chance:
PhysicalCritChance(float, default: 0.1) The base cap for physical critical strike chance. - Physical Crit Damage:
PhysicalCritDamage(float, default: 0.5) The base cap for physical critical strike damage. - Spell Crit Chance:
SpellCritChance(float, default: 0.1) The base cap for spell critical strike chance. - Spell Crit Damage:
SpellCritDamage(float, default: 0.5) The base cap for spell critical strike damage.
Legacies
- Legacy System:
LegacySystem(bool, default: False) Enable or disable the blood legacy system. - Max Legacy Prestiges:
MaxLegacyPrestiges(int, default: 10) The maximum number of prestiges a player can reach in blood legacies. - Max Blood Level:
MaxBloodLevel(int, default: 100) The maximum level a player can reach in blood legacies. - Unit Legacy Multiplier:
UnitLegacyMultiplier(float, default: 1) The multiplier for lineage gained from units. - V Blood Legacy Multiplier:
VBloodLegacyMultiplier(float, default: 5) The multiplier for lineage gained from VBloods. - Legacy Stat Choices:
LegacyStatChoices(int, default: 3) The maximum number of stat choices a player can pick for a blood legacy. Max of 3 will be sent to client UI for display. - Reset Legacy Item:
ResetLegacyItem(int, default: 576389135) Item PrefabGUID cost for resetting blood stats. - Reset Legacy Item Quantity:
ResetLegacyItemQuantity(int, default: 500) Quantity of item required for resetting blood stats. - Healing Received:
HealingReceived(float, default: 0.15) The base cap for healing received. - Damage Reduction:
DamageReduction(float, default: 0.05) The base cap for damage reduction. - Physical Resistance:
PhysicalResistance(float, default: 0.1) The base cap for physical resistance. - Spell Resistance:
SpellResistance(float, default: 0.1) The base cap for spell resistance. - Resource Yield:
ResourceYield(float, default: 0.25) The base cap for resource yield. - Reduced Blood Drain:
ReducedBloodDrain(float, default: 0.5) The base cap for reduced blood drain. - Spell Cooldown Recovery Rate:
SpellCooldownRecoveryRate(float, default: 0.1) The base cap for spell cooldown recovery rate. - Weapon Cooldown Recovery Rate:
WeaponCooldownRecoveryRate(float, default: 0.1) The base cap for weapon cooldown recovery rate. - Ultimate Cooldown Recovery Rate:
UltimateCooldownRecoveryRate(float, default: 0.2) The base cap for ultimate cooldown recovery rate. - Minion Damage:
MinionDamage(float, default: 0.25) The base cap for minion damage. - Ability Attack Speed:
AbilityAttackSpeed(float, default: 0.1) The base cap for ability attack speed. - Corruption Damage Reduction:
CorruptionDamageReduction(float, default: 0.1) The base cap for corruption damage reduction.
Professions
- Profession System:
ProfessionSystem(bool, default: False) Enable or disable the profession system. - Profession Factor:
ProfessionFactor(float, default: 1) The multiplier for profession experience. - Disabled Professions:
DisabledProfessions(string, default: "") Professions that should be inactive separated by comma. - Extra Recipes:
ExtraRecipes(bool, default: False) Enable or disable extra recipes. Players will not be able to add/change shiny buffs for familiars without this unless other means of obtaining vampiric dust are provided, salvage additions are controlled by this setting as well. See 'Recipes' section in README for complete list of changes.
Familiars
- Familiar System:
FamiliarSystem(bool, default: False) Enable or disable the familiar system. - Share Unlocks:
ShareUnlocks(bool, default: False) Enable or disable sharing unlocks between players in clans or parties (uses exp share distance). - Familiar Combat:
FamiliarCombat(bool, default: True) Enable or disable combat for familiars. - Familiar Pv P:
FamiliarPvP(bool, default: True) Enable or disable PvP participation for familiars. (if set to false, familiars will be unbound when entering PvP combat). - Familiar Battles:
FamiliarBattles(bool, default: False) Enable or disable familiar battle system (most likely not working atm after 1.1, use at own risk for now). - Familiar Prestige:
FamiliarPrestige(bool, default: False) Enable or disable the prestige system for familiars. - Max Familiar Prestiges:
MaxFamiliarPrestiges(int, default: 10) The maximum number of prestiges a familiar can reach. - Familiar Prestige Stat Multiplier:
FamiliarPrestigeStatMultiplier(float, default: 0.1) The multiplier for applicable stats gained per familiar prestige. - Max Familiar Level:
MaxFamiliarLevel(int, default: 90) The maximum level a familiar can reach. - Allow V Bloods:
AllowVBloods(bool, default: False) Allow VBloods to be unlocked as familiars (this includes shardbearers, if you want those excluded use the bannedUnits list). - Allow Minions:
AllowMinions(bool, default: False) Allow Minions to be unlocked as familiars (leaving these excluded by default since some have undesirable behaviour and I am not sifting through them all to correct that, enable at own risk). - Banned Units:
BannedUnits(string, default: "") The PrefabGUID hashes for units that cannot be used as familiars. Same structure as the buff lists except unit prefabs. - Banned Types:
BannedTypes(string, default: "") The types of units that cannot be used as familiars go here (Human, Undead, Demon, Mechanical, Beast). - Equipment Only:
EquipmentOnly(bool, default: False) True for only equipment with no working inventory slots, false for both. - Unit Familiar Multiplier:
UnitFamiliarMultiplier(float, default: 7.5) The multiplier for experience gained from units. - V Blood Familiar Multiplier:
VBloodFamiliarMultiplier(float, default: 15) The multiplier for experience gained from VBloods. - Unit Unlock Chance:
UnitUnlockChance(float, default: 0.05) The chance for a unit unlock as a familiar. - V Blood Unlock Chance:
VBloodUnlockChance(float, default: 0.01) The chance for a VBlood unlock as a familiar. - Primal Echoes:
PrimalEchoes(bool, default: False) Enable or disable acquiring vBloods with configured item reward from exo prestiging (default primal shards) at cost scaling to unit tier using exo reward quantity as the base (highest tier are shard bearers which cost exo reward quantity times 25, or in other words after 25 exo prestiges a player would be able to purchase a shard bearer). Must enable exo prestiging (and therefore normal prestiging), checks for banned vBloods before allowing if applicable. - Echoes Factor:
EchoesFactor(int, default: 1) Increase to multiply costs for vBlood purchases. Valid integers are between 1-4, if values are outside that range they will be clamped. - Shiny Chance:
ShinyChance(float, default: 0.2) The chance for a shiny when unlocking familiars (6 total buffs, 1 buff per familiar). Guaranteed on second unlock of same unit, chance on damage dealt (same as configured onHitEffect chance) to apply spell school debuff. - Shiny Cost Item Quantity:
ShinyCostItemQuantity(int, default: 100) Quantity of vampiric dust required to make a familiar shiny. May also be spent to change shiny familiar's shiny buff at 25% cost. Enable ExtraRecipes to allow player refinement of this item from Advanced Grinders. Valid values are between 50-200, if outside that range in either direction it will be clamped. - Prestige Cost Item Quantity:
PrestigeCostItemQuantity(int, default: 1000) Quantity of schematics required to immediately prestige familiar (gain total levels equal to max familiar level, extra levels remaining from the amount needed to prestige will be added to familiar after prestiging). Valid values are between 500-2000, if outside that range in either direction it will be clamped.
Classes
- Class System:
ClassSystem(bool, default: False) Enable classes without synergy restrictions. - Change Class Item:
ChangeClassItem(int, default: 576389135) Item PrefabGUID cost for changing class. - Change Class Quantity:
ChangeClassQuantity(int, default: 750) Quantity of item required for changing class. - Class On Hit Effects:
ClassOnHitEffects(bool, default: True) Enable or disable class spell school on hit effects (chance to proc respective debuff from spell school when dealing damage (leech, chill, condemn etc), second tier effect will proc if first is already present on target. - On Hit Proc Chance:
OnHitProcChance(float, default: 0.075) The chance for a class effect to proc on hit. - Synergy Multiplier:
SynergyMultiplier(float, default: 1.5) Multiplier for class stat synergies to base stat cap. - Blood Knight Weapon Synergies:
BloodKnightWeaponSynergies(string, default: "MaxHealth,PrimaryAttackSpeed,PrimaryLifeLeech,PhysicalPower") Blood Knight weapon synergies. - Blood Knight Blood Synergies:
BloodKnightBloodSynergies(string, default: "DamageReduction,ReducedBloodDrain,WeaponCooldownRecoveryRate,AbilityAttackSpeed") Blood Knight blood synergies. - Demon Hunter Weapon Synergies:
DemonHunterWeaponSynergies(string, default: "MovementSpeed,PrimaryAttackSpeed,PhysicalCritChance,PhysicalCritDamage") Demon Hunter weapon synergies. - Demon Hunter Blood Synergies:
DemonHunterBloodSynergies(string, default: "PhysicalResistance,ReducedBloodDrain,WeaponCooldownRecoveryRate,MinionDamage") Demon Hunter blood synergies - Vampire Lord Weapon Synergies:
VampireLordWeaponSynergies(string, default: "MaxHealth,SpellLifeLeech,PhysicalPower,SpellPower") Vampire Lord weapon synergies. - Vampire Lord Blood Synergies:
VampireLordBloodSynergies(string, default: "DamageReduction,SpellResistance,UltimateCooldownRecoveryRate,CorruptionDamageReduction") Vampire Lord blood synergies. - Shadow Blade Weapon Synergies:
ShadowBladeWeaponSynergies(string, default: "MovementSpeed,PrimaryAttackSpeed,PhysicalPower,PhysicalCritDamage") Shadow Blade weapon synergies. - Shadow Blade Blood Synergies:
ShadowBladeBloodSynergies(string, default: "SpellResistance,ReducedBloodDrain,WeaponCooldownRecoveryRate,AbilityAttackSpeed") Shadow Blade blood synergies. - Arcane Sorcerer Weapon Synergies:
ArcaneSorcererWeaponSynergies(string, default: "SpellLifeLeech,SpellPower,SpellCritChance,SpellCritDamage") Arcane Sorcerer weapon synergies. - Arcane Sorcerer Blood Synergies:
ArcaneSorcererBloodSynergies(string, default: "HealingReceived,SpellCooldownRecoveryRate,UltimateCooldownRecoveryRate,AbilityAttackSpeed") Arcane Sorcerer blood synergies. - Death Mage Weapon Synergies:
DeathMageWeaponSynergies(string, default: "MaxHealth,SpellLifeLeech,SpellPower,SpellCritDamage") Death Mage weapon synergies. - Death Mage Blood Synergies:
DeathMageBloodSynergies(string, default: "PhysicalResistance,SpellResistance,SpellCooldownRecoveryRate,MinionDamage") Death Mage blood synergies. - Default Class Spell:
DefaultClassSpell(int, default: -433204738) Default spell (veil of shadow) available to all classes. - Blood Knight Spells:
BloodKnightSpells(string, default: "-880131926,651613264,2067760264,189403977,375131842") Blood Knight shift spells, granted at levels of prestige. - Demon Hunter Spells:
DemonHunterSpells(string, default: "-356990326,-987810170,1071205195,1249925269,-914344112") Demon Hunter shift spells, granted at levels of prestige. - Vampire Lord Spells:
VampireLordSpells(string, default: "78384915,295045820,-1000260252,91249849,1966330719") Vampire Lord shift spells, granted at levels of prestige. - Shadow Blade Spells:
ShadowBladeSpells(string, default: "1019568127,1575317901,1112116762,-358319417,1174831223") Shadow Blade shift spells, granted at levels of prestige. - Arcane Sorcerer Spells:
ArcaneSorcererSpells(string, default: "247896794,268059675,-242769430,-2053450457,1650878435") Arcane Sorcerer shift spells, granted at levels of prestige. - Death Mage Spells:
DeathMageSpells(string, default: "-1204819086,481411985,1961570821,2138402840,-1781779733") Death Mage shift spells, granted at levels of prestige.
Recommended Mods
- KindredCommands Highly recommend getting this if you plan on using Bloodcraft or any other mods for V Rising in general. Invaluable set of tools and options that will greatly improve your modding experience.
- KindredLogistics If you mourn QuickStash, this is for you! It comes with much more that will drastically improve your inventory-managing experience in V Rising, only requires server installation.
- KindredArenas Allows for controlling the areas players can engage each other in on PvP servers.
- KindredSchematics Closest thing to creative mode we'll likely ever get. Copy/paste castles, build wherever with whatever you want!
- KindredPortals Create custom portals and waygates for your server! Pairs great with KindredSchematics for making new areas.
- KinPoolParty Even vampires need to relax sometimes, and now you can... in style.
- KinThrone The shadow realm has much to offer; partake of its gifts wisely...
- XPRising If you like the idea of a mod with RPG features but Bloodcraft doesn't float your boat maybe this will!
- VRoles Already using VCF? Need a feature-rich, role-based commands solution that's easy on the eyes? 🌠
Credits
It's important to mention & attribute where novel ideas, critical bug reports or otherwise generally important contributions come from; always try (and usually succeed 😉) to stay on top of that in changelogs/commits, but please reach out for big misses there!
CHANGELOG
1.13.22
- added opt-in Emberglass transport support for the Bloodcraft/Eclipse bridge while keeping the legacy ChatMessage bridge as the default fallback
- added config and compatibility plumbing so Bloodcraft can start cleanly with or without Emberglass installed
- hardened build/release workflow checks and release-tag selection for smoother prerelease validation
1.13.21
- added Primal Arsenal experimental weapon support for Shadow Matter weapons, including replacement ability loadouts and cooldown tuning
- updated V Rising references for
1.1.12-r99041-b2and hardened startup readiness around server-world availability - added RCON/admin support for familiar management, shiny buffs, servant upgrade dispatch/status, and startup health summaries
- restored
NightmareModewith PvE-only health, power, and movement tuning, without attack-speed scaling - added Bloodcraft smoke harness support and repo-specific agent guidance for safer validation
- adjusted related config defaults and docs for
PrimalArsenal,FishingSlots,RiftFrequency, andKitFamiliar
1.12.17
- removed
ConsumeBloodDebugEventfrom component registry for compatability with V Risingv1.1.10.1-r94466-b2update. - let's all join hands and pray the ill-timed
Recipes.csrefactor is fine >_>. (#yolo)
1.12.16
- minor hotfix to restore emote actions, forgot to remove some debug stuff; sorry about that!
1.12.15
- primal rifts are slightly more deadly (and fun!) but dreadhorns are no longer quite as instant of a death either so it might balance out
- added config option for of primal rift events per day
- added config option for KitFamiliar, unlocks when using starter kit
- various minor bug fixes
1.11.14
- added config option for ElitePrimalRifts (units/gateBosses are amped similarly to EliteShardBearers with some surprises ;D WIP feature, use admin console command to spawn primal war events for now)
- added config option for DisabledProfessions, valid options: Enchanting,Alchemy,Harvesting,Blacksmithing,Tailoring,Woodcutting,Mining,Fishing
- added config option for EquipmentOnly (true for equipment slots without inventory, false for both)
- modified config option for Eclipse; will be active by default if any features that can sync with the client are enabled, true for near-realtime client updates (requires Eclipse 1.3.11 to take advantage of this, will be pushed when this is) and false for old behavior.
- PvP prevents calling/enabling familiar for the duration if dismissed during combat or not already present
1.10.13
- if shiny chance for familiars is 0 they will no longer be guaranteed on second unlock
- can restrict unarmed to one slot (set Duality in config to false, leave at true for two slots)
- touched up spell mod table for primal jewels (you may roll synergistic effects missing their synergy, I think this is okay given the fusion forge and how rare some modifers would otherwise be)
- realtime closest quest target tracking #SystemBase
- added Daggers to BleedingEdge (stacks will refresh even when unequipped if active)
- familiar servant inventory can now be used as a mule (appreciate ScarletCarrier helping to confirm a linked coffin is required; equipped items will still persist per familiar but the rest of the inventory contents are dropped when servant dies/is destroyed and will likely NOT persist between restarts)
- new visual effect for prestiging stuff, may stick with one for all or change it up later
- fixed autocall for bat landing
1.9.12
- prestige properly affects blood legacy rates again
- new spells added to primal jewels from gemcutter, should only consume one perfect gem at a time now as well
1.9.11
- previous fix only worked for arenas, added check for the duel buff equivalent (didn't realize there was one buff for each)
1.9.10
- corrected base profession experience for woodcutting/mining
- anti-griefing measures skipped for players in active duels/arenas
1.9.9
- small hotfix preventing initialization on server hosts, was trying out unicode characters in console oops >>
1.9.8
- better entity existence checks for quest tracking command
- familiars should retain equipment stats after leveling up
- can no longer equip ancestral weapons/legendaries on familiars as was intended
- quest target querying should be more stable, also filtering some targets again that got lost in refactoring but need to keep an eye on that
- shard bosses should again be elite after restarting without needing to be killed first
- elite drac works again without crashing at portal
- familiar equipment remembers durability (data still good with the compromise of durability starting at 0, they can still use the equipment like servants and it will save going forward)
- replacing invalid familiar equipment that snuck in when a filter wasn't working as it used to with rough equivalents that don't cause issues
- shards will need to be acquired once more for normal behaviour to return, sorry >_>
1.9.7
- CHAR_Treant_Corrupted PrefabGuid(1496810447), this will attach mantraps to your character I am not changing it or autobanning it at this time but you may feel free to do so if you're not a fan
- two exoforms to switch between if both unlocked, will use same duration cooldown ('.prestige sf [EvolvedVampire|CorruptedSerpent]'; these are probably unbalanced and should be considered experimental, variety of jank to smooth out after 1.1 but appear generally functional)
- fixed exoform application after taunt if unlocked and enabled and a few other parts that were unintentionally moved around while refactoring
- elixirs and coatings give alchemy experience and elixirs have increased duration from alchemy level, elixirs may also give increased stats but I am not making an effort to show that in Eclipse either way at this time (extra duration on coatings just makes them last forever so leaving that alone for now)
- inventorySlots on newly crafted bags are no longer affected by tailoring, unsure when this started happening; should eliminate any directly related weirdness
- familiar equipment saves when exiting interact mode and not just when unbinding, equipment should no longer be lost on death (that will have an appropriate consequence when I have time to implement it)
- banned gold golems as familiars internally
- tuned kill quest generation for players at max or above
1.8.6
- changed stats buff application, hoping will reduce/eliminate the occasional recursive group errors
- fixed some recipe/item modifications that require slightly different handling after 1.1 to work as before, added serpent shard related things to places it was missing from
- corrected name for oakveil fishing stuff (should fix drops issue)
- localization languages for prefab names working again
- fixed scaling for unarmed gearscore with expertise no leveling
- familiar stat buff applied at slight delay when first binding to make sure equipment is ready for processing
1.8.5
- touched up README commands/config option autogeneration, should be accurate now
- added bleeding edge details to README
- small change to data creation for new players
1.8.4
- minor change after hotfix
- snipped bloodkey gearscore when leveling enabled
1.8.3
- removed obsolete check on class changing
- removed class requirement for choosing stats
- fixed synergies reply command
- new weapons and blood should save progress
- elite shard bearers does not modify Dracula for now to avoid portal crashing issues (may need to boss lock/unlock with KindredCommands)
- profession multiplier affects all professions as intended, renaming the config option to reset the value to new default
- unarmed weapon level equivalent matches expertise when leveling is not active
- fixed credit for fishing quests, should no longer be an empty key in chat when viewing details
- familiar max level should no longer clamp to the level below max
- exp share looks much better if not fixed entirely, dare I hope? :fingerscrossed:
- changing harmony priority for more proactive Eclipse message handling
- added oakveil fishing drops table
- level ranges for different types of wood gathering quests
- ensured quest prefab pools and objective generation are functioning as expected
- continuing cleanup of old commands not relevant to current feature set
- will update descriptions and such soon now that I've secured a tiny box's worth of breathing room :p
1.8.2
- fixed a few issue with default config generation for class weapon blood stats types caused by mismatched string->enum and using wrong parsing method
- fixed fam unlock buff not having lifetime as it used to
1.8.1
- minor versioning to fix workflow snafu
1.8.0
- various changes to features and implementations for VRising 1.1 compatibility
- units only possess basic core stats (many stats are now 'VampireSpecificAttributes'); additional stats for prestiging familiars are not currently an option and their existing stats (except health) will continue to scale with prestiges (REWORKING)
- viable options for class and prestige buffs are significantly lessened; replacing class passive buffs with various stat equivalents or some such and reorienting player prestiges, leaving prestige buff config for now but default is empty except for shroud of the forest (REWORKING)
- most attribute bonuses from Expertise, Legacy and other sources require Eclipse to be reflected on the character sheet post 1.1
- WIP >_>
1.7.7
- quest progress command replies with time remaining till reset if already completed
- Simon familiar holy rain lasts for 30s again, Dracula should no longer try to return/hide
- changed buff bonus stats hitch a ride on, should prevent stats from being able to stack as was sometimes the case for various reasons
- onyx tears give alchemy profession experience
- Familiar battles under renovation, not hard-disabling incase they work well enough with new group storage for people to find enjoyable but not really expecting that to be the case atm. Needs a lot of refactoring for later plans and ease of testing which is very hard to do with current implementation
- support for storing multiple familiar battle groups, naming, adding, deleting etc.
- fixed drop tables not always being fully cleared for remaining familiars when killed/destroyed on server restarts
- added command to ignore players on prestige leaderboard ('.prestige ignore [Player]', ty Odjit c:)
- added expertise and legacy experience to available SCT options
- smartbind works for primal blood souls ('.fam sb "Primal Frostmaw"', '.fam sb "Primal Polora"', etc.)
- added prestige command with long name for changing config buffs similar to the class version recently added
- experience share without parties, distance/level range are configurable and need to be in combat for credit, can also ban people from being eligible for bad behavior if needed (.lvl ignore [Player]), see further details in config description
- primal echoes cost scaling uses unit level instead of spawn tier buff for better consistency
- default value lines in config are now the correct originals and do not show as whatever they have been changed to
- familiars ignore units with blood quality higher than 90%, prioritize vBlood targets, and somewhat factor in distance of enemy from the player
- active box name shows when using '.fam l'
- preventing damage to charmed units for PvE
- perfect gems worked into quest rewards, can control spell school of rolled primal jewels in gemcutter
- familiar equipment! Beckon (emote) to interact with familiar menu and equip gear, beckon again when finished; equipment is per familiar and will be retained when unbinding (will even retain profession quality bonus :p), stats are applied as shown on gear like they are for the player (they may benefit from magic source unique effect buffs as well, ancestral/legendary weapons are tentatively WIP and unable to be equipped on them right now)
- config option for prestige leaderboard enable/disable
- if leveling system is inactive with quests enabled players get a simulated level based on number of vBloods killed for quest goal generation instead of using gear score
- various bug fixes and optimizations
1.6.6
- shinies for golems and robots working again
- reverted changes to familiar collision and should no longer sometimes prevent batform/waygate usage in weird disable loop
- removed some recipes from small grinder that were not supposed to be there
- durability bonus for blacksmithing on legendaries corrected
- modified class change process for consistency in buff removal and application ('.class passives' to toggle buffs off, '.class c [Class]' to change, then '.class sb' to apply)
- added another class command with a long name, now there is one for changing configurations entirely and one for resyncing all existing buffs if needed (best used while server has password under a small maintenance period before then changing class buffs in config then rebooting, can use the global sync after rebooting but still with password or players can just use the personal '.class sb' command)
- small service to keep disabled familiars with their owners instead of where they were last left
- death mage bite stuff removed, you will need to change that buff accordingly if were making use of it
- clearing drop tables more thoroughly to prevent any drops when lingering fams are cleared on server restarts (this may still need touching up for some stickier drops)
- handling for various instances of observed stat doubling
- fixed alchemy experience from blood potions and merlots, scales with quality of prisoner
- familar and player experience scrolling text staggered to prevent overlap and improved origination
1.6.5
- tired, check commands list if anything doesn't do what you expect as that's autogenerated and will match whatever is in build
- reduced chances for random seeds per 20 harvesting levels to [2, 4, 6, 8, 10] from [4, 8, 12, 16, 20]
- config option for echoes cost, haven't double checked this yet #testingandtired
- added acceptable ranges for some values (schematics for familiar prestiging, vampiric dust for shinies, cost factor for echoes), details with respective config options
- bounds console spam from Adam fixed
- werewolves behaving
- can use number or class name from '.class l' for '.class s [Class]', no spaces
- battles no longer affected by lifetime error
1.6.4
- lockspells moved to wep group ('.wep locksp'), lockshift moved to class group ('.class shift'), choose class changed to select class ('.class s [Class]'), change class adjusted shorthand ('.class c [Class]')
- added config option to allow minion unlocks as familiars, do so at own risk
- command to enable/disable class buffs for players ('.class passives') and global class buff purge for admins when planning on changing configured class buffs which should only be used when players are offline like, launch server with password->run command, wait for autosave->make config changes and save them->boot server without password ('.class iacknowledgethiswillremoveallclassbuffsfromplayersandwantthattohappen')
- Moved exoform under prestige command group, misc commands now under 'misc' command group (moved lockspells to wep group and lockshift to class group)
- Manual aggro handling for familiars now applies for both PvE and PvP
- Added minor effects to binding and unbinding
- Added minor effect when unlocking a new familiar
- Introduced smartbind command ('.fam sb [Name]') to streamline switching and summoning familiars in general, binds to matching familiar and automatically unbinds active familiar if needed
- Familiars should be brought along with players when teleporting via BloodyPoint
- Shiny familiars apply spell school debuffs with a chance per hit, similar to class-based onhit debuffs
- Combat mode for familiars can no longer be toggled while in combat
- Added unused ability (dash) to bear form, see config option
- Reduced delay for Eclipse to begin showing information
- Familiars despawned on logout again instead of just when entering coffin
- Refactored familiar summoning and modifying for more stability and reduced complexity
- SCT added for player experience, similar to existing implementation for familiars
- SCT added for bonus yields from professions when harvesting (general bonus yields and profession specific bonus yields)
- Config option to enable immortal blood during Exo form
- Familiar experience from kills now reduced after prestiging and reduced for unit spawner kills according to the same configured values for players
- Eclipse correctly displays NPC shift spell cooldowns
- Removed free shiny familiar; players can now use vampiric dust to add or change shiny buffs (costs 25% to change)
- Holy potions now only extend duration and no longer increase resist from alchemy
- Professions that enhance durability now provide a 10% equipment stat bonus (this will not show on the tooltip, made an attempt but much more a can of worms than can handle atm)
- Recipe additions and salvage adjustments; best coordinated with Eclipse for accurate UI visuals, inputs and outputs are controlled by the server though
- Exo prestiges and max profession level no longer configurable for various design reasons
- Added werewolf handling for familiars
- NPC spell cooldowns now set more strictly
- Miscellaneous improvements to commands and responses
- Minor adjustments to existing prestige effects
- Reduced the amount of non-standard wood required for gathering quests
- Familiars now display allied player icons on the map
- Replaced CCReduction and ShieldAbsorb with MovementSpeed and CastSpeed for familiar prestige stats
- Adjusted familiar collision
- Any issues related to player bools (kits, weird familiar binding bugs, etc) should be fixed
1.5.3
- deprecating '.cleanupfams' and '.wep restore', latter no longer needed former less useful than it used to be and prone to causing crashes
- quest experience rewards overflow to expertise/legacy/familiar depending on which ones are maxed and active when player is at max level (expertise/legacy if both under max, expertise or legacy if one of the two is maxed, then familiar if both are maxed; gains split between expertise/legacy when awarded to both)
- when at max level for experience, expertise and legacy will no longer receive notifications for gains
- familiar battle queuing system! choose a location for the arena center (would recommend closing this off in such a way people can still view) and players can challenge each other to battle, see details in feature section for familiars (WIP)
- added '.prestige shroud' command to toggle perma shroud from prestige if applicable
- prestige buff will no longer cause players to appear on the boosted players list from KindredCommands (if they log out in their coffin, this will also unbind active familiars and recommend using rested XP to encourage this although people are usually pretty good about it already)
- no more >100% blood quality from legacy prestiging, culprit of occasional stat stacking
- modified return buff prefabs such that large amounts of SCT entities are no longer generated as was happening under certain conditions
- deathmage tier 2 passive default changed to MutantBiteBuff,spawns a short-lived fallen angel instead (can't find any direct references to the player who triggers it so had to get creative for allied angel, 100% to spawn on first bite then 0% chance next two bites before back to 100% on fourth, repeat)
- config now handles different locales correctly in regards to decimals (period vs comma)
- excluded holy pots from potion stacking as temporary bandaid for overall problem with holy resist/damage reduction stat interaction
- taking a more delicate approach to some things that were causing crashes for various reasons (familiar destruction and various buff stuff no longer happens on log in or log out)
- '.quest d' and '.quest w' are now under '.quest progress/p d/w', familiar command for choosing/changing shiny buffs is now '.fam shiny [SpellSchool]'
- going forward Bloodcraft will work with older versions of Eclipse from 1.1.2 (usually >_> WIP) onwards (will still need to update Eclipse for newer features)
- added config option to unbind familiars when entering pvp combat
- familiars receive shared experience when player should, refactored death event handling to facilitate this and improve general performance
- parties should work more consistently, previously a failed check allowed players to be in more than one party at once which the code was not designed to handle
- familiar aggression is reset when returned to player from too far away or when calling/dismissing them
- added config to set level for shard bearers if using elite option, can leave at 0 for no change
- can add empty fam boxes, delete empty fam boxes via '.fam ab [BoxName]' and '.fam db [BoxName]' respectively
- added minor visual effects when incrementing various prestiges
- non-clanned familiars tolerable on PvP servers (fam minions targeting unchanged but won't damage pvp protected players) and generally extended handling for preventing negative effects for PvE servers and PvP protected players on PvP servers (also witches can no longer pig VBloods)
- Legacy essence values gained from feed events are now multipled by x3 if consuming the same bloodType and/or then up to x2 if the player has 100% blood quality (this is much slower to level at defaults than was intended)
- Exo rework! Old effects are no longer applicable and are removed from players upon logging in if they have exo data. Instead, if Dracula has been defeated and have at least 1 exo prestige, unlock a powerful new form that will increase in duration and power as you gain exo prestiges! Use '.exoform' to enable taunting to active if requirements met
- Traders no longer provide any progression to players when killed
- Fixed bug with crafting credit for professions/crafting quests, removed crafting credit cooldown, balanced crafting quests and removed highest tiers of equipment from target pool
- Familiars should play nicer with others on PvE servers, have also added handling for some abilities that were ignoring allied status and preventing some debuffs from being applied to players when they are PvP protected
- Using a waygate with a familiar out will dismiss it without player having to use waygate again as is currently the case, after teleporting it will return (only if familiar was present/active first)
- Using batform with a familiar out will dismiss it, after landing it will return (only if familiar was present/active first)
- Removed crystal, thistle and coal from gathering quest prefab pool
- RestedXP adjusted downwards based on the player's new calculated cap instead of being reset entirely after prestiging in experience/leveling
- Can use 'vblood' as the name with familiar search command to return all boxes with at least one vblood or blood soul (ty Odjit c:)
- Profession experience and quest progress now granted to players when using clan/allied stations and not just stations placed by the player
- NPC spell cooldowns for classes again functioning as they were previously, cooldown will be 8 seconds multiplied by the order of the spell in the class spells list
- Added config option to control expertise received from vermin nests, tombs etc (UnitSpawnerExpertiseFactor, set to 0 for none gained leave at 1 for no change)
- Removed auto rerolling quest targets, was trickier to get right than it was worth now that manual rerolling is an option (please let me know of any unit prefabs that result in players being unable to complete a quest and they will be added to filter)
- Target tracking will no longer detect imprisoned units or player familiars
- Checking unit level against player level using unit prefab instead of unit entity in questTarget cache to prevent assigning quest kill targets outside intended level range (added handling for player levels higher than max mod default to prevent repeated fallback target)
- Added logging and handling when configurations for item prefabs/quantities are not as expected instead of failing to initialize entirely
- Changed playerBools data to ConcurrentDictionary instead of Dictionary (hoping this resolves .kitme and other potential playerBool-related issues, also remembered to change the inner dictionary this time <_<)
1.4.2
- fixed gathering/crafting quests unintentionally checking for professions/class on hit effects being enabled
- added check for full inventory before letting players enable or swap class spells to facilitate safe handling of jewels
- filtered out t01 bone weapons for crafting quests since can't be crafted at bench
- fixed erroneous temporary exp gain for legacies when blood system is disabled
1.4.1
- config entries are now in sections (please save a backup of your config just incase but seems to be handling migration well now)
- .cleanupfams does a bit more cleaning but will take a few seconds at least, tried having that run on restarts but game wasn't a fan so leaving it on the command for now
- normal spells on shift by default again (should leave existing configs untouched if you'd rather use NPC spells), fixed bug with legendary weapons + equipping jewels sometimes cloning the weapon and eating the jewel
- added default class spell config and moved veil of shadows there (all classes can use this spell via '.class csp 0')
- profession experience can optionally be shown as scrolling text! use '.sct' to enable/disable, will be exploring other uses for this in the future
- changing class spells no longer requires switching weapons to take effect (this applies to blood legacy bonus stats as well but not expertise yet), redid shift toggle to maintain functionality
- crafting/gathering objectives added to quest pool, can also reroll quests with '.quest r [QuestType]' for configurable cost/amount if uncompleted or if infinite dailies are enabled for dailies (admin quest refresh moved to '.quest rf [Name]')
- required for Eclipse 1.0.0
- annnnd anything else since 1.2.4, it's been a minute. would recommend reviewing but if you read even this far I'm surprised :p
1.3.3
- slight changes to communication with Eclipse that will need version 0.2.0 of that to work correctly
- more filtering for quest targets
- cleaning up from experimenting with a variety of things that I really need to stop messing with if I ever want to publish this again >_>
1.3.2
- legacy stat bonuses will update when applied and when leveling up
- prestige buff automatically reapplied if one of them is found being destroyed
- skeletons from graves are now left untouched
- fixed total experience being displayed as rested experience for '.lvl get'
- fixed spell cooldowns for classes
- fixed null reference in craftingPatch that was interfering with profession experience
1.3.1
- changed UI updates to work via coroutine, more reliable and less prone to error so far
- fixed bug where wrong BloodType enum was sent to client when frailed
- no restedXP message if at max level when logging in while in coffin and restedXP is enabled
- added max level for player, legacy, and expertise to config data sent to client when registering to properly make bars full at max levels
1.3.0
- added config option for potion stacking
- added configurable item cost for choosing familiar visual if already shiny via '.fam v [SpellSchool]', will override current visual (freebie still works as before, cost will take precedence if familiar already has a visual unlocked)
- rested XP (solid idea from Odjit), if enabled earn bonus experience as configured for logging out in your coffin!
- familiar options command ('.fam option [Setting]' where familiar settings now live that don't warrant use of an emote action, currently shiny/vbloodemote toggles)
- familiars now seen as minions of the player by the game, for PvE prevents targetting other players and for PvP prevents them from dealing damage to PvP protected targets
- added config option to enable sending updates to clientside mod for UI (needs to be enabled on the server or client mod won't do anything by itself)
- added reminders for various mod features that will be sent to players on occasion for classes/expertise/legacies, can be toggled on and off via command ('.remindme')
- fixed familiar aggro bug when using call/dismiss even if familiar combat is disabled via config
- added command to clean up old disabled familiars ('.cleanupfams', should fix building spot bug)
- config options are in sections now! should carry over existing values but make a backup of your config just in case
- added command to show userStats ('.userstats', usually only seen after credits)
1.2.4
- special thanks to Odjit for tracking down the party bug and discovering the reroll issue <3
- fixed bug where parties would prevent players from taking silver burn damage and garlic stacks being applied
- added check to prevent quests from being rerolled if target was previously found in the world but all are dead and waiting on respawns
- fixed bug where exo prestiging was possible before reaching max player level
- added shinies back for familiars (see README for details)
- amped divine angel and added holy mortar buff from brutal Simon to Solarus after his holy bubble activates for eliteShardBearers
- removed divine and fallen angels from quest target pool
- fixed bug granting double quest credit on feed executes
1.2.3
- note: changed a key in the player prestige file from Sanguimancy to UnarmedExpertise and UnarmedExpertise will no longer be stored in the player_sanguimancy file, tested handling old data to new formats and seems to be fine but please make a backup of these files just incase_
- added command to search for familiars in boxes (.fam s [Name])
- added command to find nearest quest target, if none are found will reroll the quest
- reduced number of kills required for vbloods for dailies and weeklies to be less of a vibe-check
- can stack t01/t02 potion effects, if anyone finds this particularly bothersome can add a config option
- added command to reset commbat music for player (.silence) if it gets stuck (think I handled what was causing that but if not this will fix it and can be used by non-admins)
- added toggle to disable vblood emotes (no commands, only toggleable via taunt emote if familiar emote actions are enabled. will be considering removing any familiar commands that have an emote equivalent to cut down on bloat)
- further improved quest distribution, should be significantly more consistent and less error-prone (will still take time to rollover from old quests, would recommend deleting quest file to force initial refreshes)
- added option for infinite dailies
- added basic starter kit, configurable
- player prestiges updated when connecting to add any missing prestige types if data already exists (Exo, FishingPoleExpertise)
- more filtering to prevent non-ideal quest targets, fixed bug on generating quests for new players on fresh servers (new players receieve same starting daily/weekly quests to circumvent this)
- ancestral forge works for all shattered again and not just blue legendaries
- fixed bug where destroying disabled familiars rendered space unuseable for building
- fixed leaderboard for prestige not displaying correctly
- eliteShardBearers added as config option (experimental, WIP. significantly increases health, damage, attack speed, cast speed, and movement speed of shardbearers but removes scaling for multiple players fighting them at once and gives them minor visual effects)
1.0.0
- command groups added for organizational purposes (thanks Odjit <3)
- familiar prestige limit should be working as intended now
- familiar CC effects and other debuffs seem to be neutered effectively for PvE and other scenarios where they should be
- added ShareUnlocks config option for familiars when killing with clanmates or party members, uses share exp distance for range, gives all players involved a roll
- quests! kill only for now, daily and weekly, details in readme (BETA) note that it will take a small but non-trivial amount of time to distribute quests to all players when first enabled, service loop runs every 5 minutes and has a 10 sec cooldown between generating quests for players to prevent lag from doing so
- nerfed plant bonus
- fixed alchemy bonus
- reworked craft tracking for professions
- exo prestiging! need to be maxed in normal experience prestiges first, (no exp reduction for exo prestiging) each level gives configured item reward and increases your damage done slightly and your damage taken moderately based on configured values up to 100 times
- basic prestige leaderboards of top 10, use .prestige lb [PrestigeType] to view
- can now use clap to summon your most recently summoned familiar instead of having to do .fam bind # again
- mod is more or less feature complete now, future updates will focus on refining what's already here
0.9.16
- familiar prestiging added (familiar prestiges, max familiar prestiges, familiar prestige stat multiplier added to config), choose extra stat per prestige (use .prfam and it will show stats if none have been entered and familiar is at max level)
- familiars that use holy damage no longer hurt players when relevant
- imprisoning a familiar will destroy the familiar
- added extra recipe toggle under professions; technically no relation to professions yet and no uses atm unless configured as costs in BloodyMerchants or something similar
- ancestral forge crafts now receive extra durability from blacksmithing
0.9.15
- changed initialization patch, single player didn't like it (credit to Odjit for the hook~)
- class onHit debuff effects should behave more consistently now (chain lightning from static won't hit the player, skeleton spawned from condemn-afflicted kills now allied, etc)
- classBuffs useable via .scb if gearscore is sufficient and leveling is turned off
- .gbl can be used without entering a blood type and will default to equipped blood type
0.9.14
- fixed bug with applying buffs when changing classes
- corrected harvesting bonus for plants
- added class spell school effects on hit, can enable with new config option named as such and accompanying % to proc config. 10% chance per hit to apply class spell school debuff by default, if debuff already present and this is proc'd will do the T08 magic source amulet buff instead (leech -> lesser blood rage for BloodKnight, for reference)
- BloodKnight leech, DemonHunter static, Shadowblade ignite, VampireLord chill, ArcaneSorcerer weaken, DeathMage condemn and the corresponding T08 amulet effects if debuff is already proc'd on target and roll on hit is succesful (except for deathmage, made that an the undead guardian absorb buff since the amulet effect from that one is a spawn instead of a buff and didn't really fit in the code here)
- note that these will not proc on other players for pvp
0.9.13
- movement speed correctly applies as a flat stat to all weapons now instead of multiplying the stat if it already existed on the weapon
- RaidMonitor removed and made into standalone mod, alliances are now parties. options/commands have changed accordingly and will need to be configured again. same function of exp share/preventing damage.
- familiar health scaling modified to be more viable in harder difficulty settings (health boost for brutal, will expand on in future updates)
- extended familiar get level command to show stats as well (maxhealth, physical power, spell power)
- buffed resource bonus for wood & minerals from professions
0.9.12
- removed .tbc
- list prestige buffs command takes shorter text batches and should no longer get cutoff in chat log
- stat bonuses in .get e correctly formatted based on bonus
- minor bug fixes/optimizations
0.9.11
- (hotfix) can view class specific spells/buffs without being the class by entering the class name in command
0.9.10
- added command to list stats from classes for synergies
- familiar summon handling improved for more consistent yeeting with death timer
- dominating presence no longer summons familiar when form entered and only dismiss if familiar is present
- can view class specific spells/buffs without being the class by entering the class name in command
- fixed initialization errors on new worlds
0.9.9
- added damage config for damage dealt to players by familiars
- familiar summons now properly being yeeted after combat
- various issues related to initialization should be tempered if not resolved
- added set player prestige level/type command for admins
- added set player spell slots command for admins
- added sync prestige buffs command for players, applies missing prestige buffs if applicable
- added config for familiar combat being on (combat mode can be toggled by player) or off (cannot be toggled by player, permanently off)
- added config multiplier for experience from non-hostile units (does not apply to Beatrice the Tailor and Ben the Old Wanderer)
- alliances no longer make player immune to various unintended damage types
- gatebosses give rate gains
0.9.8
- trimmed message size for .lcb to prevent exceeding chat limit when translating replies
- added option to control damage familiars deal to VBloods (leave at 1 for no change, set to 0.2 for 20% damage, etc)
- adjusted default values to be somewhat more balanced, added default costs for resetting class/expertise/legacy, won't change existing config settings if you already have them set
- unit category bans for familiars should be more consistently applying if they were not before
- removed synthetic/isolating languages from word replacement translation (Japanese, Koreana, SChinese, TChinese, Thai, Vietnamese)
0.9.7
- familiars can't be bound or called when dominating presence is active and will be automatically dismissed if present when activated
- added PreventFriendlyFire option for alliances, enable to prevent friendly fire between alliance members (only affects direct damage, does not prevent debuffs or enable buffs)
- familiars will not do damage to players on PvE servers and will not do damage to alliance members on PvP servers if PreventFriendlyFire is enabled
0.9.6
- if leveling is not active, unarmed weapon level will match the highest weapon level you've equipped (cache only, will need to equip a weapon at least once after restarts)
- added handling for removing lingering weapon level on player gearscore if leveling was on and then turned off
- scaffolding for clan-based alliances in and seems to be working but locking that to 'false' in config until I have a bit more time to test it
- PlayerCache now clears before updating, should fix any errors that previously popped up in console
- duration for raid debuff increased to 10 seconds
0.9.5
- teleporting now correctly summons familiar again upon second attempt of waygate use so it is with you after traveling
- familiar actives data cleared on server start to prevent issues with being unable to bind/unbind again until using .resetfams
0.9.4
- applied localization to all messages in mod as was meant to be done in 0.9.3
- added config option for exp share distance
- groups rebranded to alliances, exp sharing unchanged if leveling is active, for raid monitor the raid instigator's alliance members will be allowed in the territory as will the alliance members of the castle owner (clans of both still included by default)
- fmailiar minion summons should be allied with players now although I haven't quite picked up on when they decide to do this or not which is making it difficult to verify
- added cooldown for VBloodConsumed processing that should take care of multiple gains if more than 1 player is participating in the feed
- Shadow VBloods obtainable
0.9.3
- changed handling of VBloodConsumed events to prevent feeds with multiple players providing gains equal to the number of players per player (this one is difficult to test alone, fingers crossed :P)
- messages to players now localized if the base game supports the language (thanks ChatGPT <3 if any of the translations are wrong or offensive it is not intentional, probably missed a word or two here and there as well but pretty happy with this for first pass)
- added command to list prestige buff names
- Anti-raid interference debuff should block healing now to prevent countering with heal pots. If that seems spotty I'll just light people on fire instead~
0.9.2
- made sure familiars won't get exp if not in combat or not out and active
- 'binding' key will get added to player_bools file without needing to regenerate_
0.9.1
- fixed harvesting bonus
- fixed class spells not all having cooldowns
- vblood unlocks moved from death event hook to vblood hook, should give all players involved in feed a chance at unlocking and prevent random unlocks from VBlood familiars
- added RaidMonitor, see readme for details. Need guinea pigs for this one since it's hard to test raids alone :P
0.9.0
- Started keeping changelog
- removed weapon visual expertise tracking thing, was proving too difficult to manage and avoid buggy behavior. added command for players to restore weapon levels to what they should be
- VBloods, summoners and units that transform (not werewolves quite yet but Terah seemed okay) added to unlock pool and should mostly be behaving (including Cassius and his dumb sword). added configurable ban list
- using a waygate with familiar out will dismiss it, still have to use waygate again to teleport until I figure out how to do that in one go
- classes have configurable spells and blood buffs, tried to make okay defaults but C# is turning my brain into mush and decisions are hard so no promises. use .help liberally and read over the new config options as needed until I get the chance to update the readme
- class blood buffs always provide max benefits and are applied at MaxPlayerLevel/#buffs (level 22 if max level is 90 and there are 4 blood buffs for the first, then 44, and so on), can be mixed and matched as you like to create different feels for the classes. The effects from these don't appear to stack with the actual blood buff effects which keeps things somewhat balanced while allowing each class to have a persistent theme.
- class spells are unlocked at configured prestige levels, all classes have veil of shadows by default and the rest are unique to them. configurable but do note that many spells are kinda broken if casted by a player (dracula's blood ring lasts forever, as one example) so you'll want to test before adding/changing.
