Chronicle 4 branch.

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MobiusDev
2017-07-19 21:24:06 +00:00
parent 9a69bec286
commit 3a0bf3539a
13496 changed files with 641683 additions and 0 deletions

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