Chronicle 4 branch.
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335
L2J_Mobius_C4/dist/game/config/options.ini
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335
L2J_Mobius_C4/dist/game/config/options.ini
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# =================================================================
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# Test server setting, shoudnt be touched in online game server
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# =================================================================
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Debug = False
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Assert = False
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Developer = False
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AcceptGeoeditorConn = False
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# if true the server will be a test server (listed by clients setted up to list testserver)
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TestServer = False
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# =================================================================
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# Additional server setting, not required, can be left at defaults
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# =================================================================
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# If next switch set to true every created character will have access level 200.
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EverybodyHasAdminRights = False
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# Setting for serverList
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# Displays [] in front of server name
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ServerListBrackets = False
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# Displays a clock next to the server name
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ServerListClock = False
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# If true, the server will be set as gm only at startup
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ServerGMOnly = False
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# Zone Setting
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# 0 = Peace All the Time
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# 1 = PVP During Siege for siege participants
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# 2 = PVP All the Time
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ZoneTown = 0
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# Chat configuration
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# Global Chat - ON (=region), OFF, GM, GLOBAL
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GlobalChat = ON
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# Trade Chat - ON (=global), OFF, GM, LIMITED (=region)
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TradeChat = LIMITED
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# Player punishment for illegal acions
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# 1 - broadcast warning to gms only
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# 2 - kick player(default)
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# 3 - kick & ban player
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# 4 - jail player (define minutes of jail with param: 0 = infinite)
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DefaultPunish = 2
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DefaultPunishParam = 0
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# Bypass exploit protection
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BypassValidation = True
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# Enforce gameguard for clients
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# GameGuardEnforce - enforces gameguard query on character login
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# GameGuardProhibitAction - dont allow player to perform trade, talk with npc
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# and move until gameguard reply received
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GameGuardEnforce = False
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GameGuardProhibitAction = False
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# Allow delete chars after nnn days, 0 - feature disabled
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DeleteCharAfterDays = 7
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# Check players for non-allowed skills
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# Default: False
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SkillCheckEnable = False
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# =================================================================
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# Server optimizations
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# =================================================================
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# === Items on ground management ===
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# Allow players to drop items on the ground
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AllowDiscardItem = True
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# delete from world dropped reward items after n seconds. 0 - disabled
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AutoDestroyDroppedItemAfter = 0
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# List of items that will not be destroyed (seperated by ",")
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# NOTE: Make sure the lists do NOT CONTAIN trailing spaces or spaces between the numbers!
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# items on this list will be protected regardless below options
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ListOfProtectedItems = 57,5575,6673
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# This enables the server to only update itens when saving the character
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# Enabling this greatly reduces DB usage and improves performance.
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# WARNING: This option causes item loss during crashes
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LazyItemsUpdate = false
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# This forces(even if using lazy item updates) the items owned by the character to be updated into DB when saving its character
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# Increases DB usage
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UpdateItemsOnCharStore = false
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# also delete from world misc. items dropped by players (all except equipable items)
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# NOTE: work only if AutoDestroyDroppedItemAfter >0
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DestroyPlayerDroppedItem = false
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# Destroy also equipable items (armor, weapon, jewelry)
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# NOTE: Work only if DestroyPlayerDroppedItem = true
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DestroyEquipableItem = false
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# save into DB dropped items for restoring after reboot
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SaveDroppedItem = false
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# Empty table after items are loaded into memory - safety seting
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# if server crash before saving items, on next start old items will be restored
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# and players may already picked up some of them - so this will prevent duplicates
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EmptyDroppedItemTableAfterLoad = false
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# Time interval in minutes to save in DB items on ground, 0 to disable
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# NOTE: If SaveDroppedItemInterval is disabled items will be saved into DB only at server shutdown
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SaveDroppedItemInterval = 60
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# delete all saved items form DB On next start
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# NOTE: Work only if SaveDroppedItem = false
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ClearDroppedItemTable = false
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--------------------------------------------
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# delete invalid quest from player
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AutoDeleteInvalidQuestData = False
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# setting false can improve server performance on high rate servers
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PreciseDropCalculation = True
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# allows creating multiple nonstackable items at one time
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MultipleItemDrop = True
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# Forces full item inventory packet to be sent for any item change
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# Note: This can increase network traffic
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ForceInventoryUpdate = False
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# Set the html cache's lazy loading True or False
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# (Load html's into cache only on first time requested)
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LazyCache = True
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# Maximum range mobs can randomly go from spawn point
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MaxDriftRange = 200
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# Minimum and maximum variable in seconds for npc animation delay.
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# You must keep MinNPCAnimation <= MaxNPCAnimation.
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# "0" is default value.
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MinNPCAnimation = 10
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MaxNPCAnimation = 20
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MinMonsterAnimation = 5
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MaxMonsterAnimation = 20
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# Show L2Monster level and aggro
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ShowNpcLevel = False
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# Activate the position recorder
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# valid 3D points will be recorded and written to data/universe.txt on shutdown
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ActivatePositionRecorder = False
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# Interval (in ms) on which knownlist do full updates.
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# WARNING! Useful interval is between 300 - 2000ms, too small value may kill your CPU, too high value
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# may not update knownlists properly, the default value is chosen experimentally
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KnownListUpdateInterval = 1250
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# =================================================================
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# Additionnal features than can be enabled or disabled
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# =================================================================
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# If you are experiencing problems with Warehouse or Freight transactions,
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# feel free to disable them here. (They are both enabled by default).
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AllowWarehouse = True
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# Enable Warehouse Cache - if WH is not used will server clear memory used by this WH
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WarehouseCache = False
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# How long Warehouse should be store in Memory
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WarehouseCacheTime = 15
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AllowFreight = True
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# If True player can try on weapon and armor in shop
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# Each Item tried cost WearPrice adena
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AllowWear = True
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WearDelay = 10
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WearPrice = 10
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# =============== Test features ===============
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AllowLottery = False
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AllowRace = False
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AllowWater = True
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# Enable pet for rent(wyvern&strider) from pet managers
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AllowRentPet = False
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# Allow fishing
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AllowFishing = True
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#Allow boat
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AllowBoat = True
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# Allow Manor
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AllowManor = True
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#Allow Walker NPC
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AllowNpcWalkers = True
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#Allow Pet managers pets walking
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AllowPetWalkers = True
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# Allow L2Walker (Default False)
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AllowL2Walker = False
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# Apply default punish if player buy items for zero adena
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OnlyGMItemsFree = True
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# =================================================================
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# Logging features
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# =================================================================
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# Logging ChatWindow
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LogChat = False
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# Logging Item handling NOTE: This can be very space consuming if enabled for all items.
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LogItems = False
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# Log GM actions
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GMAudit = False
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# =================================================================
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# Community board configuration
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# =================================================================
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# Type of the Community board
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# 0 = community is disabled
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# 1 = old community
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# 2 = full community (not fully implemented, experimental)
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# Default: 1
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CommunityType = 1
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BBSShowPlayerList = False
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BBSDefault = _bbshome
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# show level of character to others in Community Board
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ShowLevelOnCommunityBoard = False
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ShowStatusOnCommunityBoard = True
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NamePageSizeOnCommunityBoard = 50
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NamePerRowOnCommunityBoard = 5
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# =================================================================
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# Threads configuration - Take care changing this
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# =================================================================
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ThreadPoolSizeEffects = 10
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ThreadPoolSizeGeneral = 13
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#Default 2
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UrgentPacketThreadCoreSize = 2
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#Default 4
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GeneralPacketThreadCoreSize = 4
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#Default 4
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GeneralThreadCoreSize = 4
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AiMaxThread = 6
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# Thread pools execution priority
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# default values are -1,0,1 (low/med/high pools)
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ExecutorPriLow = -1
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ExecutorPriMed = 0
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ExecutorPriHigh = 1
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#Packet LifeTime in milliseconds, 0 - disabled feature
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PacketLifeTime = 0
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#Dead Lock Detector (a separate thread for detecting deadlocks)
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#For improved crash logs and automatic restart in deadlock case if enabled
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#Check interval is in seconds
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DeadLockDetector = False
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DeadLockCheckInterval = 20
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RestartOnDeadlock = False
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#Grid options: Grids can now turn themselves on and off. This also affects
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#the loading and processing of all AI tasks and (in the future) geodata
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#within this grid.
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#Turn on for a grid with a person in it is immediate, but it then turns on
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#the 8 neighboring grids based on the specified number of seconds.
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#Turn off for self and neighbors occurs after the specified number of
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#seconds have passed during which a grid has had no players in or in
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#any of its neighbors.
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#The always on option allows to ignore all this and let all grids be active
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#at all times (not suggested)
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GridsAlwaysOn = False
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GridNeighborTurnOnTime = 1
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GridNeighborTurnOffTime = 90
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# =================================================================
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# GeoData & PathNode
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# =================================================================
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# GeoData options:
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# 0 = GeoData and PathFinding OFF (default)
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# 1 = GeoData used to check Line Of Sight (LOS) targetting and
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# L2Playable movement. You need to download files for data/geodata folder.
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# Monsters can pass walls but not aggro through them.
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# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode
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# files if CellPathFinding not enabled) and all character moves go through
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# geodata checks (if a mob passes a wall, pathfinding didn't find a route
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# but we allow attack and returning home).
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# Recommended server memory minimum 2 GB, rather 3 GB.
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GeoData = 0
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# GeoData driver to use
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# Default: com.l2j.geodriver.GeoDriver
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GeoDataDriver = com.l2j.geodriver.GeoDriver
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# Cell-level pathfinding, produces more accurate routes but is (maybe 10x)
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# heavier to calculate. Recommended for small servers at least. If False,
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# pathnode files are used. Uses a max nr of nodes in calculation which can
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# be adjusted in the algorithm if it needs to be faster.
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CellPathFinding = False
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# Pathnode directory folder
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PathnodeDirectory = ./data/pathnode
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# Pathfinding array buffers configuration
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Weight for nodes without obstacles far from walls
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LowWeight = 0.5
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# Weight for nodes near walls
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MediumWeight = 2
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# Weight for nodes with obstacles
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HighWeight = 3
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# Angle paths will be more "smart", but in cost of higher CPU utilization
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AdvancedDiagonalStrategy = True
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# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
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# Default: LowWeight * sqrt(2)
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DiagonalWeight = 0.707
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# Maximum number of LOS postfilter passes, 0 will disable postfilter.
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# Default: 3
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MaxPostfilterPasses = 3
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# Path debug function.
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# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
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# Number of the items show node cost * 10
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# Potions display path after first stage filter
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# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
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# This function FOR DEBUG PURPOSES ONLY, never use it on the live server!
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DebugPath = False
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#[True]Loads GeoData buffer's content into physical memory.
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#[False] Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
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ForceGeodata = True
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# This is setting of Client <--> Server Player coordinates synchronization,
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# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
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# 1 - Synchronization Client --> Server only. Using this option (without geodata) it is more difficult for players to bypass obstacles
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# 2 - Intended for geodata (at least when cell-level pathfinding, otherwise can try -1 also)!
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# Server sends validation packet if client goes too far from server calculated coordinates.
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CoordSynchronize = -1
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# Falling Damage
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# ---------------------------------------------------------------------------
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# Allow characters to receive damage from falling.
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# CoordSynchronize = 2 is recommended.
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# True - enabled.
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# False - disabled.
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# Auto - True if geodata enabled and False if disabled.
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# Default: Auto
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EnableFallingDamage = Auto
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