Example:
Code: Select all
CURE_POWER = 1.000; --Multiplies amount healed from Healing Magic, including the relevant Blue Magic.
SPELL_POWER = 1.000; --Multiplies damage dealt by Elemental and Divine Magic.
BLUE_POWER = 1.000; --Multiplies damage dealt by most Blue Magic.
DRAIN_POWER = 1.000; --Multiplies amount drained by Drain, Aspir, and relevant Blue Magic spells.
ITEM_POWER = 1.000; --Multiplies the effect of items such as Potions and Ethers.
WEAPON_SKILL_POWER = 1.000; --Multiplies damage dealt by Weapon Skills.
WEAPON_SKILL_POINTS = 1.000; --Multiplies points earned during weapon unlocking.
Edit:
Just for clarification, those are pre-existing options. All I've added so far is events, and ALL_MAPS
Sneaking in an edit to give rough status, just in case someone else is working on anything related. As of 10/13/12:
INITIAL_LEVEL_CAP, MAX_LEVEL, START_GIL: No change, already functional
START_INVENTORY: Now functional at login, works for values > 30.
OPENING_CUTSCENE: No change, already functional
SUBJOB_QUEST_LEVEL: Now unlocks subjob at creation if set to 0, per comment. Already functional otherwise.
ADVANCED_JOB_LEVEL: Now unlocks jobs at creation if set to 0, per comment. Added to all quests not already using it. For quests with prerequisites (ex: BST), those quests will require their default level or ADVANCED_JOB_LEVEL, whichever is lower. Tested with a Level 2 character. Quests should have no level requirement if 0, although by-passing quests if set to 0 could be done.
ALL_MAPS: Now functional
SHOP_PRICE: No change, already functional
GIL_RATE: No change, already functional. Not verified to be active on all quests.
EXP_RATE: Now functional, may need a rename (FOV related, per comment)
TABS_RATE: Now functional
SAN_FAME, BAS_FAME, WIN_FAME, NORG_FAME: Already functional, not verified to be in use for all quests. Jeuno region is also valid, and adds to all three starting regions in the core. Uncertain how to handle that. Leaving aside for now. Should be addressed.
Guild points: Feature not yet implemented. I think.
CURE_POWER: No change, already functional
SPELL_POWER: Multiple spells this shouldn't apply to use finalMagicAdjustment, so it will probably have to be implemented in each spell individually. Time consuming, but easy.
DRAIN_POWER: See above
ITEM_POWER: Need to investigate, probably has to be done on an individual level
WEAPON_SKILL_POWER: Need to investigate, but can probably slip it into weaponskills.lua
WEAPON_SKILL_POINTS: Unsure if these quests are implemented.
Gathering rates: No change, already functional
Coffers: Barring exceptions, appears to already be in place. Need to check all chests/coffers.
WSNM_LEVEL, WSNM_SKILL_LEVEL: Unsure if these are implemented
AF quests/fame: Not all quests are implemented. Have seen some quests already using these values.
DEBUG_MODE: Function for this is written, just needs to be added to a global and then to quests.
QM_RESET_TIME: Will need to investigate
REGIME_WAIT: Need to investigate, seems non-functional, someone was poking fieldsofvalor.lua...
FIELD_MANUALS: Believe already implemented, should test though.
LOW_LEVEL_REGIME: Need to investigate
Job ability settings: Pretty much all need to be investigated
Spell specific settings: Oh dear...
Celebrations: Need to investigate moogle settings. Added some events, all will add their items on creation if enabled.
Misc: Need to investigate, should be simple enough.