-// ==================================
+// ===================================
// Master config for core game modes
-// ==================================
-
+// ===================================
+// global gametype setting (1 = deathmatch)
+set gamecfg 1
+// say aliases
+alias asay_ctf_flagcarrier "say_team flag carrier at %y"
+alias asay_ctf_haveflag "say_team (%l) have the flag"
+alias asay_willgo "say_team will go to %y"
+alias asay_support "say_team (%l) need help, %h%%"
+alias asay_killed "say_team got killed at %d"
+alias asay_noammo "say_team (%l) need %W for %w"
+alias asay_drop "say_team (%l) dropped %w ; impulse 17"
-// ========
-// common
-// ========
-// hooks
+// =================
+// gamestart hooks
+// =================
alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2"
alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}"
alias cl_hook_gamestart_all
alias sv_hook_gamerestart
alias sv_hook_gameend
-// say aliases
-alias asay_ctf_flagcarrier "say_team flag carrier at %y"
-alias asay_ctf_haveflag "say_team (%l) have the flag"
-alias asay_willgo "say_team will go to %y"
-alias asay_support "say_team (%l) need help, %h%%"
-alias asay_killed "say_team got killed at %d"
-alias asay_noammo "say_team (%l) need %W for %w"
-alias asay_drop "say_team (%l) dropped %w ; impulse 17"
-
-
+// ===========
+// leadlimit
+// ===========
+// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
set leadlimit 0
set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)"
-
-// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch.
seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_ctf_ignore_frags 0 "1: regular frags give no points"
-
-
-
-set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
-seta g_freezetag_warmup 5 "Time players get to run around before the round starts"
-seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
-seta g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
-seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
-seta g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
-seta g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with"
-// when variables are set to 0, they take over the global setting...
+// =================================
+// respawn delay/waves/weapon_stay
+// =================================
+// when variables are set to anything other than 0, they take over the global setting...
// to force disable delay or waves, set them to 0.125
set g_ctf_respawn_delay 0
set g_ctf_respawn_waves 0
set g_ca_respawn_delay 0
set g_ca_respawn_waves 0
set g_ca_weapon_stay 0
-set g_ca_damage2score_multiplier 0.01
-set g_ca_round_timelimit 180
set g_nb_respawn_delay 0
set g_nb_respawn_waves 0
set g_nb_weapon_stay 0
set g_rc_weapon_stay 0
set g_cts_respawn_waves 0
set g_cts_respawn_delay 0
-set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
-set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
set g_cts_weapon_stay 2
set g_ft_respawn_waves 0
set g_ft_respawn_delay 0
set g_ft_weapon_stay 0
-set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
-seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
-set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM"
-// dm
-set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
-set gamecfg 1 // "deathmatch"
+// =======
+// arena
+// =======
+set g_arena 0 "Arena: many one-on-one rounds are played to find the winner"
+set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)"
+set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies"
+set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
+
+
+// =========
+// assault
+// =========
+set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
-// ctf
+
+// ============
+// clan arena
+// ============
+set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round."
+set g_ca_point_limit 10 "point limit 10 is standard for clan arena"
+set g_ca_point_leadlimit 0
+set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games."
+set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
+set g_ca_damage2score_multiplier 0.01
+set g_ca_round_timelimit 180
+
+
+// ==================
+// capture the flag
+// ==================
set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score"
set g_ctf_flag_return_time 15
set g_ctf_flag_return_dropped 100
set g_ctf_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!"
set g_ctf_drop_strengthmultiplier 2 "multiplier for velocity when you have the strength... essentially, throw the flag REALLY hard when you have the strength :D"
set g_ctf_drop_velocity 500 "how fast or far a player can throw the flag"
-set g_ctf_pass 1 "allow passing of flags to nearby team mates"
+set g_ctf_pass 0 "allow passing of flags to nearby team mates... WARNING: UNSTABLE, does not work correctly with warpzones! Disabled by default until fixed."
set g_ctf_pass_radius 500 "maximum radius that you can pass to a team mate in"
set g_ctf_pass_wait 2 "delay in seconds between how often players can pass the flag (antispam, essentially)"
set g_ctf_pass_request 1 "allow players to request the flag carrier to pass the flag to them"
set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less"
set g_ctf_shield_force 100 "push force of the shield"
-// fun for server admins
set g_ctf_flag_red_model "models/ctf/flags.md3"
set g_ctf_flag_red_skin 0
set g_ctf_flag_blue_model "models/ctf/flags.md3"
set g_ctf_dynamiclights 0
set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too"
-// CTF capture limit placeholder cvar
-set capturelimit 0
+seta g_ctf_ignore_frags 0 "1: regular frags give no points"
exec ctfscoring-samual.cfg
-// runematch
-set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)"
-set g_runematch_pointrate 5
-set g_runematch_fixedspawns 1 "use fixed runematch spawns if available"
-set g_runematch_pointamt 1
-set g_runematch_shuffletime 30 "how often runes change position"
-set g_runematch_respawntime 15 "how soon after being dropped to respawn"
-set g_runematch_frags_killedby_runeholder 4
-set g_runematch_frags_killed_runeholder 5
-set g_runematch_frags_norune 0
-set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn"
-set g_runematch_allow_same 0 "allow matching rune-curse pairs"
-set g_runematch_rune_alpha 0.78
-set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544"
-set g_runematch_rune_glow_size 0
-set g_runematch_rune_glow_color 0
-set g_runematch_rune_color_strength 1.0
-// strength/weakness
-set g_balance_rune_strength_damage 2.0
-set g_balance_rune_strength_force 1.5
-set g_balance_curse_weak_damage 0.5
-set g_balance_curse_weak_force 0.6
-set g_balance_rune_strength_combo_damage 0.9
-set g_balance_rune_strength_combo_force 1.0
-// defense/vulner
-set g_balance_rune_defense_takedamage 0.5
-set g_balance_curse_vulner_takedamage 2.0
-set g_balance_rune_defense_combo_takedamage 1.0
-// vampire/empathy
-set g_balance_rune_vampire_absorb 0.4
-set g_balance_curse_empathy_takedamage -0.4
-set g_balance_rune_vampire_combo_absorb -0.1
-set g_balance_rune_vampire_maxhealth 500
-set g_balance_curse_empathy_minhealth 20
-set g_balance_rune_vampire_combo_minhealth 40
-// regen/venom
-set g_balance_rune_regen_hpmod 1.75
-set g_balance_curse_venom_hpmod 0.6
-set g_balance_rune_regen_combo_hpmod 0.9
-set g_balance_rune_regen_regenrate 3.0
-set g_balance_curse_venom_rotrate 3.0
-set g_balance_rune_regen_combo_regenrate 0.5
-set g_balance_rune_regen_combo_rotrate 1.5
-set g_balance_rune_regen_limitmod 1
-set g_balance_curse_venom_limitmod 1
-set g_balance_rune_regen_combo_limitmod 1
-// speed/slow
-set g_balance_rune_speed_atkrate 0.66
-set g_balance_curse_slow_atkrate 1.5
-set g_balance_rune_speed_combo_atkrate 1.2
-set g_balance_rune_speed_highspeed 1.5
-set g_balance_curse_slow_highspeed 0.6
-set g_balance_rune_speed_combo_highspeed 0.9
-// domination
+// ====================
+// complete the stage
+// ====================
+set g_cts 0 "CTS: complete the stage"
+set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts"
+set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible"
+
+
+// ==========================
+// deathmatch (ffa or team)
+// ==========================
+set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins"
+set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)"
+set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM"
+seta g_tdm_teams_override 0 "how many teams are in team deathmatch"
+
+
+// ============
+// domination
+// ============
set g_domination 0 "Domination: capture and hold control points to gain points"
set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific"
seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities"
set g_domination_point_glow 0 "domination point glow (warning, slow)"
//set g_domination_balance_team_points 1 "# of points received is based on team sizes"
-// last man standing
+
+// ===========
+// freezetag
+// ===========
+set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them"
+seta g_freezetag_warmup 5 "Time players get to run around before the round starts"
+seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)"
+seta g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate"
+seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range"
+seta g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him"
+seta g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with"
+
+
+// ==========
+// keepaway
+// ==========
+set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details"
+set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
+set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepawayball_trail_color 254 "particle trail color from player/ball"
+set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
+seta g_keepaway_teams_override 0
+set g_keepaway_teams 0
+
+
+// ==========
+// key hunt
+// ==========
+set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score"
+set g_balance_keyhunt_delay_return 60
+set g_balance_keyhunt_delay_round 5
+set g_balance_keyhunt_delay_tracking 10
+set g_balance_keyhunt_delay_fadeout 2
+set g_balance_keyhunt_delay_collect 1.5
+set g_balance_keyhunt_maxdist 150
+set g_balance_keyhunt_score_collect 3
+set g_balance_keyhunt_score_carrierfrag 2
+set g_balance_keyhunt_score_capture 100
+set g_balance_keyhunt_score_push 60
+set g_balance_keyhunt_score_destroyed 50
+set g_balance_keyhunt_score_destroyed_ownfactor 1
+set g_balance_keyhunt_dropvelocity 300
+set g_balance_keyhunt_throwvelocity 400
+set g_balance_keyhunt_protecttime 0.8
+set g_balance_keyhunt_damageforcescale 1
+seta g_keyhunt_teams_override 0
+set g_keyhunt_teams 0
+
+
+// ===================
+// last man standing
+// ===================
set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins"
set g_lms_lives_override -1
set g_lms_regenerate 0
set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives"
set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player"
-// arena
-set g_arena 0 "Arena: many one-on-one rounds are played to find the winner"
-set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)"
-set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies"
-set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches"
-
-// ca
-set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round."
-set g_ca_point_limit 10 "point limit 10 is standard for clan arena"
-set g_ca_point_leadlimit 0
-set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games."
-set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts"
-
-// onslaught
-set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
-set g_onslaught_gen_health 2500
-set g_onslaught_cp_health 1000
-set g_onslaught_cp_buildhealth 100
-set g_onslaught_cp_buildtime 5
-set g_onslaught_cp_regen 20
-
-// assault
-set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win"
-
-// race
-set g_race 0 "Race: be faster than your opponents"
-set g_race_qualifying_timelimit 0
-set g_race_qualifying_timelimit_override -1
-set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
-// cts
-set g_cts 0 "CTS: complete the stage"
-
-// nexball
+// =========
+// nexball
+// =========
set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic"
-
set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance"
set g_balance_nexball_primary_speed 1000 "launching speed"
set g_balance_nexball_primary_refire 0.7 "launching refire"
set g_balance_nexball_secondary_force 500 "stealing projectile force"
set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire"
set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime"
-
-// -1: MrBougo's first try, not very playable but working...
-// The ball gets the player's velocity * 1.5 + a vertical boost
-// 0: Revenant style
-// Player's velocity + a boost where he's looking at + a boost
-// perpendicularly to the first boost, that is upwards relatively
-// to the view angle
-// 1: MrBougo's modded Rev style 1
-// The 2nd Rev boost is always vertical
-// 2: MrBougo's modded Rev style 2
-// The 1st Rev boost is always horizontal
-// The 2nd Rev boost is always vertical
set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try"
set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces"
set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces"
set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)"
-
set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched"
set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched"
-
set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)"
set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long"
set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow"
-
set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier"
-
set g_nexball_meter_period 1 "time to make a full cycle on the power meter"
set g_nexball_basketball_meter 1 "use the power meter for basketball"
set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter"
set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter"
-
set g_nexball_delay_goal 3 "delay between a goal and a ball reset"
set g_nexball_delay_idle 10 "maximal idle time before a reset"
set g_nexball_delay_start 3 "time the ball stands on its spawn before being released"
set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched"
-
set g_nexball_sound_bounce 1 "bouncing sound (0: off)"
-
set g_nexball_basketball_trail 1 "1 to leave a trail"
set g_nexball_football_trail 0 "1 to leave a trail"
set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)"
-
set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar"
-
seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)"
seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction"
seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at"
seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier"
seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up"
seta g_nexball_tackling 1 "Allow ball theft?"
+
+
+// ===========
+// onslaught
+// ===========
+set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it"
+set g_onslaught_gen_health 2500
+set g_onslaught_cp_health 1000
+set g_onslaught_cp_buildhealth 100
+set g_onslaught_cp_buildtime 5
+set g_onslaught_cp_regen 20
+
+
+// ======
+// race
+// ======
+set g_race 0 "Race: be faster than your opponents"
+set g_race_qualifying_timelimit 0
+set g_race_qualifying_timelimit_override -1
+set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)"
+
+
+// ===========
+// runematch
+// ===========
+set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)"
+set g_runematch_pointrate 5
+set g_runematch_fixedspawns 1 "use fixed runematch spawns if available"
+set g_runematch_pointamt 1
+set g_runematch_shuffletime 30 "how often runes change position"
+set g_runematch_respawntime 15 "how soon after being dropped to respawn"
+set g_runematch_frags_killedby_runeholder 4
+set g_runematch_frags_killed_runeholder 5
+set g_runematch_frags_norune 0
+set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn"
+set g_runematch_allow_same 0 "allow matching rune-curse pairs"
+set g_runematch_rune_alpha 0.78
+set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544"
+set g_runematch_rune_glow_size 0
+set g_runematch_rune_glow_color 0
+set g_runematch_rune_color_strength 1.0
+// strength/weakness
+set g_balance_rune_strength_damage 2.0
+set g_balance_rune_strength_force 1.5
+set g_balance_curse_weak_damage 0.5
+set g_balance_curse_weak_force 0.6
+set g_balance_rune_strength_combo_damage 0.9
+set g_balance_rune_strength_combo_force 1.0
+// defense/vulner
+set g_balance_rune_defense_takedamage 0.5
+set g_balance_curse_vulner_takedamage 2.0
+set g_balance_rune_defense_combo_takedamage 1.0
+// vampire/empathy
+set g_balance_rune_vampire_absorb 0.4
+set g_balance_curse_empathy_takedamage -0.4
+set g_balance_rune_vampire_combo_absorb -0.1
+set g_balance_rune_vampire_maxhealth 500
+set g_balance_curse_empathy_minhealth 20
+set g_balance_rune_vampire_combo_minhealth 40
+// regen/venom
+set g_balance_rune_regen_hpmod 1.75
+set g_balance_curse_venom_hpmod 0.6
+set g_balance_rune_regen_combo_hpmod 0.9
+set g_balance_rune_regen_regenrate 3.0
+set g_balance_curse_venom_rotrate 3.0
+set g_balance_rune_regen_combo_regenrate 0.5
+set g_balance_rune_regen_combo_rotrate 1.5
+set g_balance_rune_regen_limitmod 1
+set g_balance_curse_venom_limitmod 1
+set g_balance_rune_regen_combo_limitmod 1
+// speed/slow
+set g_balance_rune_speed_atkrate 0.66
+set g_balance_curse_slow_atkrate 1.5
+set g_balance_rune_speed_combo_atkrate 1.2
+set g_balance_rune_speed_highspeed 1.5
+set g_balance_curse_slow_highspeed 0.6
+set g_balance_rune_speed_combo_highspeed 0.9
+