# ================================================================= # Geodata # ================================================================= # Because of real-time performance we are using geodata files only in # diagonal L2D format now (using filename e.g. 22_16.l2d). # L2D geodata can be obtained by conversion of existing L2J or L2OFF geodata. # Launch "GeoDataConverter.bat/sh" and follow instructions to start the conversion. # Specifies the path to geodata files. For example, when using geodata files located # at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/ GeoDataPath = ./data/geodata/ # Player coordinates synchronization, default: 2 # 1 - partial synchronization Client --> Server ; don't use it with geodata # 2 - partial synchronization Server --> Client ; use this setting with geodata # -1 - Old system: will synchronize Z only CoordSynchronize = 2 # ================================================================= # Path checking # ================================================================= # Line of sight start at X percent of the character height, default: 75 PartOfCharacterHeight = 75 # Maximum height of an obstacle, which can exceed the line of sight, default: 32 MaxObstacleHeight = 32 # ================================================================= # Path finding # ================================================================= # When line of movement check fails, the pathfinding algoritm is performed to look for # an alternative path (e.g. walk around obstacle), default: true PathFinding = true # Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2 PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2 # Base path weight, when moving from one node to another on axis direction, default: 10 BaseWeight = 10 # Path weight, when moving from one node to another on diagonal direction, default: BaseWeight * sqrt(2) = 14 DiagonalWeight = 14 # When movement flags of target node is blocked to any direction, multiply movement weight by this multiplier. # This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 10 ObstacleMultiplier = 10 # Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 20 # For proper function must be higher than BaseWeight and/or DiagonalWeight. HeuristicWeight = 20 # Maximum number of generated nodes per one path-finding process, default 3500 MaxIterations = 3500