// by default, use WIN displayer FixedSessionId = 0; DontUseStdIn = 0; DontUseAES = 1; DontUseNS=1; // by default, use localhost to find the naming service //NSHost = "localhost"; // "ld-02"; // "linuxshard0"; // localhost"; // NSHost = "localhost"; AESHost = "localhost"; AESPort = 46702; // Use Shard Unifier or not DontUseSU = 1; // AI & EGS NbPlayersLimit = 5000; NbGuildsLimit = 15000; // EGS NbObjectsLimit = 50000; NbNpcSpawnedByEGSLimit = 5000; NbForageSourcesLimit = 10000; NbToxicCloudsLimit = 200; Paths = { "../common/data_leveldesign/leveldesign/DFN", "data_shard", "../common/data_common", "../common/data_leveldesign/primitives" }; PathsNoRecurse = { "../common/data_leveldesign/leveldesign/Game_elem", // for sheet_id.bin "../common/data_leveldesign/leveldesign/game_element", // not needed at all "../common/data_leveldesign/leveldesign/world_editor_files", // for primitive format "../common/data_leveldesign/leveldesign/World", // static fame and weather ? "../common/data_leveldesign/leveldesign/DFN/basics" // Needed for outposts }; GeorgePaths = { "../common/data_leveldesign/leveldesign/Game_elem", "../common/data_leveldesign/leveldesign/game_element" }; // where to save generic shard data (ie: packed_sheet) WriteFilesDirectory = "src/entities_game_service/"; // Root directory where data from shards are stored into SaveShardRoot = "save_shard"; // Where to save specific shard data (ie: player backup), relatively to SaveShardRoot SaveFilesDirectory = ""; // Will SaveFilesDirectory will be converted to a full path? ConvertSaveFilesDirectoryToFullPath = 0; /* Force default value for PDLib directory (e.g. SaveFilesDirectory...) * PLEASE NOTICE THAT THIS LINE MUST BE LEFT TO "" * Only log analyser must have the $shard parameter to find all shards root directory */ PDRootDirectory = ""; // This is the mapping for logical continent to physical one ContinentNameTranslator = { }; // This is the list of continent to use with their unique instance number UsedContinents = { "newbieland", "20" }; // define the primitives configuration used. UsedPrimitives = { "newbieland", }; NegFiltersDebug += { "NET", "ADMIN", "MIRROR", "NC", "PATH", "BSIF", "IOS", "CDB", "FAME" , "PDR:apply", "PDR:store" }; NegFiltersInfo += { "NET", "ADMIN", "MIRROR", "NC", "CF", "TimerManagerUpdate", "Register EId" }; NegFiltersWarning += { "CT_LRC", "AnimalSpawned" }; FontName = "Lucida Console"; FontSize = 9; IgnoredFiles = { "continent.cfg", "__read_me.txt", "bandit.html", "flora_primr.primitive" }; // If the update loop is too slow, a thread will produce an assertion. // By default, the value is set to 10 minutes. // Set to 0 for no assertion. UpdateAssertionThreadTimeout = 600000; DefaultMaxExpectedBlockSize = 200000000; // 200 M ! DefaultMaxSentBlockSize = 200000000; // 200 M ! // how to sleep between to network update // 0 = pipe // 1 = usleep // 2 = nanosleep // 3 = sched_yield // 4 = nothing UseYieldMethod = 0; // Set to one to use a full static fame and fame propagation matrix instead of // a lower left half matrix. Remember to update static_fames.txt before // activating this feature (which can be turned on/off at run time). UseAsymmetricStaticFames = 1; // link the common configuration file //min fraction of the total damage done on a creature that a group/player must do to be attributed a kill KillAttribMinFactor = 0.3; //max bulk the player can transport * 1000 (*1000 to avoid float operations) MaxPlayerBulk = 300000; //max weight in grammes a player can have on him if his strength is 0 BaseMaxCarriedWeight = 300000; // base bulk of player room BasePlayerRoomBulk = 2000000; // if true, every player that was saved with an invalid position will be corrected the next times he logs in. CorrectInvalidPlayerPositions = 1; // Create Character Start skills value //CreateCharacterStartSkillsValue = "SCMM1BS:220:SMLOEFA:235:SFM1BMM:215:SKILL_POINTS:200:MONEY:1000"; //CreateCharacterStartSkillsValue = "SM:20:SMA:50:SMAP:51:SMAE:51:SMT:50:SMTC:51:SMTM:51:SMTO:51:SKILL_POINTS:2550:MONEY:50000"; // Enable caching of ligo primitive in binary files CachePrims = 1; // Log to see which primitives where loaded from cache CachePrimsLog = 0; //************************************************************************************************************* // variable for stop area effect of a gameplay system //************************************************************************************************************* FightAreaEffectOn = 1; MagicAreaEffectOn = 1; HarvestAreaEffectOn = 1; //************************************************************************************************************* // save period time (ticks). //************************************************************************************************************* GuildSavePeriod = 100; GuildChargeSavePeriod = 99; GuildMaxMemberCount = 255; TickFrequencyPCSave = 4800; // minimum period between 2 consecutive saves of the same character MinPlayerSavePeriod = 600; StoreSavePeriod = 10; //************************************************************************************************************* // Max duration of death panalty (when you death several times and only style one point in your characteristics due to death penalty //************************************************************************************************************* DeathPenaltyMaxDuration = 18000; // 10 ticks per second * 60 for minutes * 30 for 30 minutes // No more used. DeathXPFactor = 0.1; DeathXPResorptionTime = 20; //************************************************************************************************************* // Duration of comma //************************************************************************************************************* CommaDelayBeforeDeath = 3000; // 10 ticks per second * 60 for minutes * 5 for 5 minutes //************************************************************************************************************* // Duration of dead mektoub stay spawned //************************************************************************************************************* SpawnedDeadMektoubDelay = 2592000; // 10 ticks per second * 60 for minutes * 60 for hours * 24 for days * 3 for 3 days //************************************************************************************************************* // Progression //************************************************************************************************************* SkillProgressionFactor = 1.0; SkillFightValueLimiter = 250; //skill value temporary limited for beta SkillMagicValueLimiter = 250; //skill value temporary limited for beta SkillCraftValueLimiter = 250; //skill value temporary limited for beta SkillHarvestValueLimiter = 250; //skill value temporary limited for beta NBMeanCraftRawMaterials = 1; //Mean of raw material used for craft an item, it's used for scale xp win when crafting an item with effective raw material used // when in a team value of each member above one for XP division among team members XPTeamMemberDivisorValue = 0.5; // distance max for an action to be taken into account when in a team MaxDistanceForXpGain = 110; // Max XP gain by any one player on any creature (each team member can gain up to this value) MaxXPGainPerPlayer = 30.0; //characteristic brick progression step CharacteristicBrickStep = 5; //************************************************************************************************************* // Magic parameters //************************************************************************************************************* DefaultCastingTime = 1.0; RechargeMoneyFactor = 1.0; CristalMoneyFactor = 1.0; // int in ticks for following values NoLinkSurvivalAddTime = 100; NoLinkTimeFear = 100; NoLinkTimeSleep = 100; NoLinkTimeStun = 100; NoLinkTimeRoot = 100; NoLinkTimeSnare = 100; NoLinkTimeSlow = 100; NoLinkTimeBlind = 100; NoLinkTimeMadness = 100; NoLinkTimeDot = 100; PostCastLatency = 100; // in ticks TickFrequencyCompassUpdate = 32; // update period of link spell in ticks UpdatePeriodFear = 40; UpdatePeriodSleep = 40; UpdatePeriodStun = 40; UpdatePeriodRoot = 40; UpdatePeriodSnare = 40; UpdatePeriodSlow = 40; UpdatePeriodBlind = 40; UpdatePeriodMadness = 40; UpdatePeriodDot = 40; DefaultUpdatePeriod = 40; // bonus on resist for each received spell ResistIncreaseFear = 10; ResistIncreaseSleep = 10; ResistIncreaseStun = 10; ResistIncreaseRoot = 10; ResistIncreaseSnare = 10; ResistIncreaseSlow = 10; ResistIncreaseBlind = 10; ResistIncreaseMadness = 10; ResistIncreaseAcid = 0; ResistIncreaseCold = 0; ResistIncreaseElectricity= 0; ResistIncreaseFire = 0; ResistIncreasePoison = 0; ResistIncreaseRot = 0; ResistIncreaseShockwave = 0; //************************************************************************************************************* // Craft parameters //************************************************************************************************************* //////////////// // DURABILITY // some kind of HP // melee weapons DaggerDurability = 100.0; SwordDurability = 100.0; MaceDurability = 100.0; AxeDurability = 100.0; SpearDurability = 100.0; StaffDurability = 100.0; MagicianStaffDurability = 100.0; TwoHandSwordDurability = 100.0; TwoHandAxeDurability = 100.0; PikeDurability = 100.0; TwoHandMaceDurability = 100.0; // range weapon AutolauchDurability = 100.0; BowrifleDurability = 100.0; LauncherDurability = 100.0; PistolDurability = 100.0; BowpistolDurability = 100.0; RifleDurability = 100.0; HarpoonDurability = 100.0; // ammo AutolaunchAmmoDurability = 100.0; BowrifleAmmoDurability = 100.0; GrenadeAmmoDurability = 100.0; LauncherAmmoDurability = 100.0; PistolAmmoDurability = 100.0; BowpistolAmmoDurability = 100.0; RifleAmmoDurability = 100.0; HarpoonAmmoDurability = 100.0; // armor and shield ShieldDurability = 100.0; BucklerDurability = 100.0; LightBootsDurability = 100.0; LightGlovesDurability = 100.0; LightPantsDurability = 100.0; LightSleevesDurability = 100.0; LightVestDurability = 100.0; MediumBootsDurability = 100.0; MediumGlovesDurability = 100.0; MediumPantsDurability = 100.0; MediumSleevesDurability = 100.0; MediumVestDurability = 100.0; HeavyBootsDurability = 100.0; HeavyGlovesDurability = 100.0; HeavyPantsDurability = 100.0; HeavySleevesDurability = 100.0; HeavyVestDurability = 100.0; HeavyHelmetDurability = 100.0; // jewel AnkletDurability = 100.0; BraceletDurability = 100.0; DiademDurability = 100.0; EaringDurability = 100.0; PendantDurability = 100.0; RingDurability = 100.0; // tool ForageToolDurability = 100.0; AmmoCraftingToolDurability = 100.0; ArmorCraftingToolDurability = 100.0; JewelryCraftingToolDurability = 100.0; RangeWeaponCraftingToolDurability = 100.0; MeleeWeaponCraftingToolDurability = 100.0; ToolCraftingToolDurability = 100.0; //////////// // WEIGHT // (Max is *2) // melee weapons DaggerWeight = 1.0; // Dg Type (Pierce) SwordWeight = 1.0; // 1H Type MaceWeight = 1.0; // 1H Type AxeWeight = 1.0; // 1H Type SpearWeight = 1.0; // 1H Type (pierce) StaffWeight = 1.0; // 1H Type MagicianStaffWeight = 1.0; // 2H type TwoHandSwordWeight = 1.0; // 2H Type TwoHandAxeWeight = 1.0; // 2H Type PikeWeight = 1.0; // 2H Type (pierce) TwoHandMaceWeight = 1.0; // 2H Type // range weapon PistolWeight = 1.0; BowpistolWeight = 1.0; RifleWeight = 1.0; BowrifleWeight = 1.0; AutolauchWeight = 1.0; LauncherWeight = 1.0; HarpoonWeight = 1.0; // ammo PistolAmmoWeight = 1.0; BowpistolAmmoWeight = 1.0; RifleAmmoWeight = 1.0; BowrifleAmmoWeight = 1.0; AutolaunchAmmoWeight = 1.0; LauncherAmmoWeight = 1.0; HarpoonAmmoWeight = 1.0; GrenadeAmmoWeight = 1.0; // armor and shield ShieldWeight = 1.0; BucklerWeight = 1.0; // Light LightBootsWeight = 1.0; LightGlovesWeight = 1.0; LightPantsWeight = 1.0; LightSleevesWeight = 1.0; LightVestWeight = 1.0; // Medium MediumBootsWeight = 1.0; MediumGlovesWeight = 1.0; MediumPantsWeight = 1.0; MediumSleevesWeight = 1.0; MediumVestWeight = 1.0; // Heavy HeavyBootsWeight = 1.0; HeavyGlovesWeight = 1.0; HeavyPantsWeight = 1.0; HeavySleevesWeight = 1.0; HeavyVestWeight = 1.0; HeavyHelmetWeight = 1.0; // jewel AnkletWeight = 1.0; BraceletWeight = 1.0; DiademWeight = 1.0; EaringWeight = 1.0; PendantWeight = 1.0; RingWeight = 1.0; ////////////// // SAP LOAD // // MIN // melee weapons DaggerSapLoad = 0.0; SwordSapLoad = 0.0; MaceSapLoad = 0.0; AxeSapLoad = 0.0; SpearSapLoad = 0.0; StaffSapLoad = 0.0; MagicianStaffSapLoad = 0.0; TwoHandSwordSapLoad = 0.0; TwoHandAxeSapLoad = 0.0; PikeSapLoad = 0.0; TwoHandMaceSapLoad = 0.0; // range weapon AutolauchSapLoad = 0.0; BowrifleSapLoad = 0.0; LauncherSapLoad = 0.0; PistolSapLoad = 0.0; BowpistolSapLoad = 0.0; RifleSapLoad = 0.0; HarpoonSapLoad = 0.0; // ammo AutolaunchAmmoSapLoad = 0.0; BowrifleAmmoSapLoad = 0.0; GrenadeAmmoSapLoad = 0.0; LauncherAmmoSapLoad = 0.0; PistolAmmoSapLoad = 0.0; BowpistolAmmoSapLoad = 0.0; RifleAmmoSapLoad = 0.0; HarpoonAmmoSapLoad = 0.0; // armor and shield ShieldSapLoad = 0.0; BucklerSapLoad = 0.0; LightBootsSapLoad = 0.0; LightGlovesSapLoad = 0.0; LightPantsSapLoad = 0.0; LightSleevesSapLoad = 0.0; LightVestSapLoad = 0.0; MediumBootsSapLoad = 0.0; MediumGlovesSapLoad = 0.0; MediumPantsSapLoad = 0.0; MediumSleevesSapLoad = 0.0; MediumVestSapLoad = 0.0; HeavyBootsSapLoad = 0.0; HeavyGlovesSapLoad = 0.0; HeavyPantsSapLoad = 0.0; HeavySleevesSapLoad = 0.0; HeavyVestSapLoad = 0.0; HeavyHelmetSapLoad = 0.0; // jewel AnkletSapLoad = 0.0; BraceletSapLoad = 0.0; DiademSapLoad = 0.0; EaringSapLoad = 0.0; PendantSapLoad = 0.0; RingSapLoad = 0.0; // MAX // melee weapons DaggerSapLoadMax = 1000.0; SwordSapLoadMax = 1000.0; MaceSapLoadMax = 1000.0; AxeSapLoadMax = 1000.0; SpearSapLoadMax = 1000.0; StaffSapLoadMax = 1000.0; MagicianStaffSapLoadMax = 1000.0; TwoHandSwordSapLoadMax = 1000.0; TwoHandAxeSapLoadMax = 1000.0; PikeSapLoadMax = 1000.0; TwoHandMaceSapLoadMax = 1000.0; // range weapon AutolauchSapLoadMax = 1000.0; BowrifleSapLoadMax = 1000.0; LauncherSapLoadMax = 1000.0; PistolSapLoadMax = 1000.0; BowpistolSapLoadMax = 1000.0; RifleSapLoadMax = 1000.0; HarpoonSapLoadMax = 1000.0; // ammo AutolaunchAmmoSapLoadMax = 1000.0; BowrifleAmmoSapLoadMax = 1000.0; GrenadeAmmoSapLoadMax = 1000.0; LauncherAmmoSapLoadMax = 1000.0; PistolAmmoSapLoadMax = 1000.0; BowpistolAmmoSapLoadMax = 1000.0; RifleAmmoSapLoadMax = 1000.0; HarpoonAmmoSapLoadMax = 1000.0; // armor and shield ShieldSapLoadMax = 1000.0; BucklerSapLoadMax = 1000.0; LightBootsSapLoadMax = 1000.0; LightGlovesSapLoadMax = 1000.0; LightPantsSapLoadMax = 1000.0; LightSleevesSapLoadMax = 1000.0; LightVestSapLoadMax = 1000.0; MediumBootsSapLoadMax = 1000.0; MediumGlovesSapLoadMax = 1000.0; MediumPantsSapLoadMax = 1000.0; MediumSleevesSapLoadMax = 1000.0; MediumVestSapLoadMax = 1000.0; HeavyBootsSapLoadMax = 1000.0; HeavyGlovesSapLoadMax = 1000.0; HeavyPantsSapLoadMax = 1000.0; HeavySleevesSapLoadMax = 1000.0; HeavyVestSapLoadMax = 1000.0; HeavyHelmetSapLoadMax = 1000.0; // jewel AnkletSapLoadMax = 1000.0; BraceletSapLoadMax = 1000.0; DiademSapLoadMax = 1000.0; EaringSapLoadMax = 1000.0; PendantSapLoadMax = 1000.0; RingSapLoadMax = 1000.0; //////////// // DAMAGE Min // melee weapons DaggerDmg = 1.0; // Dg Type (Pierce) StaffDmg = 1.0; // 1H Type SwordDmg = 1.0; // 1H Type MaceDmg = 1.0; // 1H Type AxeDmg = 1.0; // 1H Type SpearDmg = 1.0; // 1H Type (pierce) TwoHandSwordDmg = 1.0; // 2H Type TwoHandAxeDmg = 1.0; // 2H Type PikeDmg = 1.0; // 2H Type (pierce) TwoHandMaceDmg = 1.0; // 2H Type MagicianStaffDmg = 1.0; // 2H Type // range weapon (modifier) PistolDmg = 0.0; BowpistolDmg = 0.0; RifleDmg = 0.0; BowrifleDmg = 0.0; AutolauchDmg = 0.0; LauncherDmg = 0.0; HarpoonDmg = 0.0; // ammo PistolAmmoDmg = 1.0; BowpistolAmmoDmg = 1.0; RifleAmmoDmg = 1.0; BowrifleAmmoDmg = 1.0; AutolaunchAmmoDmg = 1.0; LauncherAmmoDmg = 1.0; HarpoonAmmoDmg = 1.0; GrenadeAmmoDmg = 1.0; // DAMAGE Max // melee weapons DaggerDmgMax = 1.0; // Dg Type (Pierce) StaffDmgMax = 1.0; // 1H Type SwordDmgMax = 1.0; // 1H Type MaceDmgMax = 1.0; // 1H Type AxeDmgMax = 1.0; // 1H Type SpearDmgMax = 1.0; // 1H Type (pierce) TwoHandSwordDmgMax = 1.0; // 2H Type TwoHandAxeDmgMax = 1.0; // 2H Type PikeDmgMax = 1.0; // 2H Type (pierce) TwoHandMaceDmgMax = 1.0; // 2H Type MagicianStaffDmgMax = 1.0; // range weapon (modifier) AutolauchDmgMax = 0.0; BowrifleDmgMax = 0.0; LauncherDmgMax = 0.0; PistolDmgMax = 0.0; BowpistolDmgMax = 0.0; RifleDmgMax = 0.0; HarpoonDmgMax = 0.0; // ammo PistolAmmoDmgMax = 1.0; BowpistolAmmoDmgMax = 1.0; RifleAmmoDmgMax = 1.0; BowrifleAmmoDmgMax = 1.0; AutolaunchAmmoDmgMax = 1.0; LauncherAmmoDmgMax = 1.0; HarpoonAmmoDmgMax = 1.0; GrenadeAmmoDmgMax = 1.0; ////////////// // HIT RATE // Hits for 10 sec // melee weapons DaggerHitRate = 1.0; // Dg Type (Pierce) StaffHitRate = 1.0; // 1H Type (blunt) SwordHitRate = 1.0; // 1H Type MaceHitRate = 1.0; // 1H Type AxeHitRate = 1.0; // 1H Type SpearHitRate = 1.0; // 1H Type (pierce) TwoHandSwordHitRate = 1.0; // 2H Type TwoHandAxeHitRate = 1.0; // 2H Type PikeHitRate = 1.0; // 2H Type (pierce) TwoHandMaceHitRate = 1.0; // 2H Type MagicianStaffHitRate = 1.0; // // range weapon PistolHitRate = 1.0; BowpistolHitRate = 1.0; RifleHitRate = 1.0; BowrifleHitRate = 1.0; AutolauchHitRate = 1.0; LauncherHitRate = 1.0; HarpoonHitRate = 1.0; // ammo (modifier) AutolaunchAmmoHitRate = 0.0; BowrifleAmmoHitRate = 0.0; GrenadeAmmoHitRate = 0.0; LauncherAmmoHitRate = 0.0; PistolAmmoHitRate = 0.0; BowpistolAmmoHitRate = 0.0; RifleAmmoHitRate = 0.0; HarpoonAmmoHitRate = 0.0; ////////////// // Maximum hit rate ( after crafted item parameters applications ) // melee weapons DaggerHitRateMax = 10.0; StaffHitRateMax = 10.0; // 1H Type (blunt) SwordHitRateMax = 10.0; MaceHitRateMax = 10.0; AxeHitRateMax = 10.0; SpearHitRateMax = 10.0; TwoHandSwordHitRateMax = 10.0; TwoHandAxeHitRateMax = 10.0; PikeHitRateMax = 10.0; TwoHandMaceHitRateMax = 10.0; MagicianStaffHitRateMax = 10.0; // range weapon PistolHitRateMax = 1.0; BowpistolHitRateMax = 1.0; RifleHitRateMax = 1.0; BowrifleHitRateMax = 1.0; AutolauchHitRateMax = 1.0; LauncherHitRateMax = 1.0; HarpoonHitRateMax = 1.0; // ammo AutolaunchAmmoHitRateMax = 0.0; BowrifleAmmoHitRateMax = 0.0; GrenadeAmmoHitRateMax = 0.0; LauncherAmmoHitRateMax = 0.0; PistolAmmoHitRateMax = 0.0; BowpistolAmmoHitRateMax = 0.0; RifleAmmoHitRateMax = 0.0; HarpoonAmmoHitRateMax = 0.0; /////////// // Range // for ammo, range weapon (modifier) (max = *2) // range weapon AutolauchRange = 10000.0; // Gat BowrifleRange = 10000.0; LauncherRange = 10000.0; // Rocket Launcher PistolRange = 10000.0; BowpistolRange = 10000.0; RifleRange = 10000.0; HarpoonRange = 10000.0; // ammo AutolaunchAmmoRange = 0.0; BowrifleAmmoRange = 0.0; GrenadeAmmoRange = 0.0; LauncherAmmoRange = 0.0; PistolAmmoRange = 0.0; BowpistolAmmoRange = 0.0; RifleAmmoRange = 0.0; HarpoonAmmoRange = 0.0; //////////////////// // DODGE MODIFIER // not for ammo and jewel, but for armor too // melee weapons & armor DaggerDodgeMinModifier = 0.0; DaggerDodgeMaxModifier = 0.0; SwordDodgeMinModifier = 0.0; SwordDodgeMaxModifier = 0.0; MaceDodgeMinModifier = 0.0; MaceDodgeMaxModifier = 0.0; AxeDodgeMinModifier = 0.0; AxeDodgeMaxModifier = 0.0; SpearDodgeMinModifier = 0.0; SpearDodgeMaxModifier = 0.0; StaffDodgeMinModifier = 0.0; StaffDodgeMaxModifier = 0.0; TwoHandSwordDodgeMinModifier = 0.0; TwoHandSwordDodgeMaxModifier = 0.0; TwoHandAxeDodgeMinModifier = 0.0; TwoHandAxeDodgeMaxModifier = 0.0; PikeDodgeMinModifier = 0.0; PikeDodgeMaxModifier = 0.0; TwoHandMaceDodgeMinModifier = 0.0; TwoHandMaceDodgeMaxModifier = 0.0; MagicianStaffDodgeMinModifier = 0.0; MagicianStaffDodgeMaxModifier = 0.0; // range weapon AutolauchDodgeMinModifier = 0.0; AutolauchDodgeMaxModifier = 0.0; BowrifleDodgeMinModifier = 0.0; BowrifleDodgeMaxModifier = 0.0; LauncherDodgeMinModifier = 0.0; LauncherDodgeMaxModifier = 0.0; PistolDodgeMinModifier = 0.0; PistolDodgeMaxModifier = 0.0; BowpistolDodgeMinModifier = 0.0; BowpistolDodgeMaxModifier = 0.0; RifleDodgeMinModifier = 0.0; RifleDodgeMaxModifier = 0.0; HarpoonDodgeMinModifier = 0.0; HarpoonDodgeMaxModifier = 0.0; // armor and shield ShieldDodgeMinModifier = 0.0; ShieldDodgeMaxModifier = 0.0; BucklerDodgeMinModifier = 0.0; BucklerDodgeMaxModifier = 0.0; LightBootsDodgeMinModifier = 0.0; LightBootsDodgeMaxModifier = 0.0; LightGlovesDodgeMinModifier = 0.0; LightGlovesDodgeMaxModifier = 0.0; LightPantsDodgeMinModifier = 0.0; LightPantsDodgeMaxModifier = 0.0; LightSleevesDodgeMinModifier = 0.0; LightSleevesDodgeMaxModifier = 0.0; LightVestDodgeMinModifier = 0.0; LightVestDodgeMaxModifier = 0.0; MediumBootsDodgeMinModifier = 0.0; MediumBootsDodgeMaxModifier = 0.0; MediumGlovesDodgeMinModifier = 0.0; MediumGlovesDodgeMaxModifier = 0.0; MediumPantsDodgeMinModifier = 0.0; MediumPantsDodgeMaxModifier = 0.0; MediumSleevesDodgeMinModifier = 0.0; MediumSleevesDodgeMaxModifier = 0.0; MediumVestDodgeMinModifier = 0.0; MediumVestDodgeMaxModifier = 0.0; HeavyBootsDodgeMinModifier = 0.0; HeavyBootsDodgeMaxModifier = 0.0; HeavyGlovesDodgeMinModifier = 0.0; HeavyGlovesDodgeMaxModifier = 0.0; HeavyPantsDodgeMinModifier = 0.0; HeavyPantsDodgeMaxModifier = 0.0; HeavySleevesDodgeMinModifier = 0.0; HeavySleevesDodgeMaxModifier = 0.0; HeavyVestDodgeMinModifier = 0.0; HeavyVestDodgeMaxModifier = 0.0; HeavyHelmetDodgeMinModifier = 0.0; HeavyHelmetDodgeMaxModifier = 0.0; //////////////////// // PARRY MODIFIER // not for ammo and jewel, but for armor too // melee weapons DaggerParryMinModifier = 0.0; DaggerParryMaxModifier = 0.0; SwordParryMinModifier = 0.0; SwordParryMaxModifier = 0.0; MaceParryMinModifier = 0.0; MaceParryMaxModifier = 0.0; AxeParryMinModifier = 0.0; AxeParryMaxModifier = 0.0; SpearParryMinModifier = 0.0; SpearParryMaxModifier = 0.0; StaffParryMinModifier = 0.0; StaffParryMaxModifier = 0.0; TwoHandSwordParryMinModifier = 0.0; TwoHandSwordParryMaxModifier = 0.0; TwoHandAxeParryMinModifier = 0.0; TwoHandAxeParryMaxModifier = 0.0; PikeParryMinModifier = 0.0; PikeParryMaxModifier = 0.0; TwoHandMaceParryMinModifier = 0.0; TwoHandMaceParryMaxModifier = 0.0; MagicianStaffParryMinModifier = 0.0; MagicianStaffParryMaxModifier = 0.0; // range weapon AutolauchParryMinModifier = 0.0; AutolauchParryMaxModifier = 0.0; BowrifleParryMinModifier = 0.0; BowrifleParryMaxModifier = 0.0; LauncherParryMinModifier = 0.0; LauncherParryMaxModifier = 0.0; PistolParryMinModifier = 0.0; PistolParryMaxModifier = 0.0; BowpistolParryMinModifier = 0.0; BowpistolParryMaxModifier = 0.0; RifleParryMinModifier = 0.0; RifleParryMaxModifier = 0.0; HarpoonParryMinModifier = 0.0; HarpoonParryMaxModifier = 0.0; // armor and shield ShieldParryMinModifier = 0.0; ShieldParryMaxModifier = 0.0; BucklerParryMinModifier = 0.0; BucklerParryMaxModifier = 0.0; LightBootsParryMinModifier = 0.0; LightBootsParryMaxModifier = 0.0; LightGlovesParryMinModifier = 0.0; LightGlovesParryMaxModifier = 0.0; LightPantsParryMinModifier = 0.0; LightPantsParryMaxModifier = 0.0; LightSleevesParryMinModifier = 0.0; LightSleevesParryMaxModifier = 0.0; LightVestParryMinModifier = 0.0; LightVestParryMaxModifier = 0.0; MediumBootsParryMinModifier = 0.0; MediumBootsParryMaxModifier = 0.0; MediumGlovesParryMinModifier = 0.0; MediumGlovesParryMaxModifier = 0.0; MediumPantsParryMinModifier = 0.0; MediumPantsParryMaxModifier = 0.0; MediumSleevesParryMinModifier = 0.0; MediumSleevesParryMaxModifier = 0.0; MediumVestParryMinModifier = 0.0; MediumVestParryMaxModifier = 0.0; HeavyBootsParryMinModifier = 0.0; HeavyBootsParryMaxModifier = 0.0; HeavyGlovesParryMinModifier = 0.0; HeavyGlovesParryMaxModifier = 0.0; HeavyPantsParryMinModifier = 0.0; HeavyPantsParryMaxModifier = 0.0; HeavySleevesParryMinModifier = 0.0; HeavySleevesParryMaxModifier = 0.0; HeavyVestParryMinModifier = 0.0; HeavyVestParryMaxModifier = 0.0; HeavyHelmetParryMinModifier = 0.0; HeavyHelmetParryMaxModifier = 0.0; ////////////////////////////// // ADVERSARY DODGE MODIFIER // not for ammo, jewel and armor // melee weapons DaggerAdversaryDodgeMinModifier = 0.0; DaggerAdversaryDodgeMaxModifier = 0.0; SwordAdversaryDodgeMinModifier = 0.0; SwordAdversaryDodgeMaxModifier = 0.0; MaceAdversaryDodgeMinModifier = 0.0; MaceAdversaryDodgeMaxModifier = 0.0; AxeAdversaryDodgeMinModifier = 0.0; AxeAdversaryDodgeMaxModifier = 0.0; SpearAdversaryDodgeMinModifier = 0.0; SpearAdversaryDodgeMaxModifier = 0.0; StaffAdversaryDodgeMinModifier = 0.0; StaffAdversaryDodgeMaxModifier = 0.0; TwoHandSwordAdversaryDodgeMinModifier = 0.0; TwoHandSwordAdversaryDodgeMaxModifier = 0.0; TwoHandAxeAdversaryDodgeMinModifier = 0.0; TwoHandAxeAdversaryDodgeMaxModifier = 0.0; PikeAdversaryDodgeMinModifier = 0.0; PikeAdversaryDodgeMaxModifier = 0.0; TwoHandMaceAdversaryDodgeMinModifier = 0.0; TwoHandMaceAdversaryDodgeMaxModifier = 0.0; MagicianStaffAdversaryDodgeMinModifier = 0.0; MagicianStaffAdversaryDodgeMaxModifier = 0.0; // range weapon AutolauchAdversaryDodgeMinModifier = 0.0; AutolauchAdversaryDodgeMaxModifier = 0.0; BowrifleAdversaryDodgeMinModifier = 0.0; BowrifleAdversaryDodgeMaxModifier = 0.0; LauncherAdversaryDodgeMinModifier = 0.0; LauncherAdversaryDodgeMaxModifier = 0.0; PistolAdversaryDodgeMinModifier = 0.0; PistolAdversaryDodgeMaxModifier = 0.0; BowpistolAdversaryDodgeMinModifier = 0.0; BowpistolAdversaryDodgeMaxModifier = 0.0; RifleAdversaryDodgeMinModifier = 0.0; RifleAdversaryDodgeMaxModifier = 0.0; HarpoonAdversaryDodgeMinModifier = 0.0; HarpoonAdversaryDodgeMaxModifier = 0.0; ////////////////////////////// // ADVERSARY PARRY MODIFIER // not for ammo, jewel and armor // melee weapons DaggerAdversaryParryMinModifier = 0.0; DaggerAdversaryParryMaxModifier = 0.0; SwordAdversaryParryMinModifier = 0.0; SwordAdversaryParryMaxModifier = 0.0; MaceAdversaryParryMinModifier = 0.0; MaceAdversaryParryMaxModifier = 0.0; AxeAdversaryParryMinModifier = 0.0; AxeAdversaryParryMaxModifier = 0.0; SpearAdversaryParryMinModifier = 0.0; SpearAdversaryParryMaxModifier = 0.0; StaffAdversaryParryMinModifier = 0.0; StaffAdversaryParryMaxModifier = 0.0; TwoHandSwordAdversaryParryMinModifier = 0.0; TwoHandSwordAdversaryParryMaxModifier = 0.0; TwoHandAxeAdversaryParryMinModifier = 0.0; TwoHandAxeAdversaryParryMaxModifier = 0.0; PikeAdversaryParryMinModifier = 0.0; PikeAdversaryParryMaxModifier = 0.0; TwoHandMaceAdversaryParryMinModifier = 0.0; TwoHandMaceAdversaryParryMaxModifier = 0.0; MagicianStaffAdversaryParryMinModifier = 0.0; MagicianStaffAdversaryParryMaxModifier = 0.0; // range weapon AutolauchAdversaryParryMinModifier = 0.0; AutolauchAdversaryParryMaxModifier = 0.0; BowrifleAdversaryParryMinModifier = 0.0; BowrifleAdversaryParryMaxModifier = 0.0; LauncherAdversaryParryMinModifier = 0.0; LauncherAdversaryParryMaxModifier = 0.0; PistolAdversaryParryMinModifier = 0.0; PistolAdversaryParryMaxModifier = 0.0; BowpistolAdversaryParryMinModifier = 0.0; BowpistolAdversaryParryMaxModifier = 0.0; RifleAdversaryParryMinModifier = 0.0; RifleAdversaryParryMaxModifier = 0.0; HarpoonAdversaryParryMinModifier = 0.0; HarpoonAdversaryParryMaxModifier = 0.0; ////////////////////////////// // Cast Modifiers // for melee weapons //Elemental casting time factor (melee weapon only) // Min DaggerElementalCastingTimeFactor = 0.0; SwordElementalCastingTimeFactor = 0.0; AxeElementalCastingTimeFactor = 0.0; MaceElementalCastingTimeFactor = 0.0; SpearElementalCastingTimeFactor = 0.0; StaffElementalCastingTimeFactor = 0.0; MagicianStaffElementalCastingTimeFactor = 0.0; TwoHandAxeElementalCastingTimeFactor = 0.0; TwoHandSwordElementalCastingTimeFactor = 0.0; PikeElementalCastingTimeFactor = 0.0; TwoHandMaceElementalCastingTimeFactor = 0.0; // max DaggerElementalCastingTimeFactorMax = 1.0; SwordElementalCastingTimeFactorMax = 1.0; AxeElementalCastingTimeFactorMax = 1.0; MaceElementalCastingTimeFactorMax = 1.0; SpearElementalCastingTimeFactorMax = 1.0; StaffElementalCastingTimeFactorMax = 1.0; MagicianStaffElementalCastingTimeFactorMax = 1.0; TwoHandAxeElementalCastingTimeFactorMax = 1.0; TwoHandSwordElementalCastingTimeFactorMax = 1.0; PikeElementalCastingTimeFactorMax = 1.0; TwoHandMaceElementalCastingTimeFactorMax = 1.0; //Elemental power factor (melee weapon only) // Min DaggerElementalPowerFactor = 0.0; SwordElementalPowerFactor = 0.0; AxeElementalPowerFactor = 0.0; MaceElementalPowerFactor = 0.0; SpearElementalPowerFactor = 0.0; StaffElementalPowerFactor = 0.0; MagicianStaffElementalPowerFactor = 0.2; TwoHandAxeElementalPowerFactor = 0.0; TwoHandSwordElementalPowerFactor = 0.0; PikeElementalPowerFactor = 0.0; TwoHandMaceElementalPowerFactor = 0.0; // Max DaggerElementalPowerFactorMax = 1.0; SwordElementalPowerFactorMax = 1.0; AxeElementalPowerFactorMax = 1.0; MaceElementalPowerFactorMax = 1.0; SpearElementalPowerFactorMax = 1.0; StaffElementalPowerFactorMax = 1.0; MagicianStaffElementalPowerFactorMax = 1.0; TwoHandAxeElementalPowerFactorMax = 1.0; TwoHandSwordElementalPowerFactorMax = 1.0; PikeElementalPowerFactorMax = 1.0; TwoHandMaceElementalPowerFactorMax = 1.0; //OffensiveAffliction casting time factor (melee weapon only) // Min DaggerOffensiveAfflictionCastingTimeFactor = 0.0; SwordOffensiveAfflictionCastingTimeFactor = 0.0; AxeOffensiveAfflictionCastingTimeFactor = 0.0; MaceOffensiveAfflictionCastingTimeFactor = 0.0; SpearOffensiveAfflictionCastingTimeFactor = 0.0; StaffOffensiveAfflictionCastingTimeFactor = 0.0; MagicianStaffOffensiveAfflictionCastingTimeFactor = 0.2; TwoHandAxeOffensiveAfflictionCastingTimeFactor = 0.0; TwoHandSwordOffensiveAfflictionCastingTimeFactor = 0.0; PikeOffensiveAfflictionCastingTimeFactor = 0.0; TwoHandMaceOffensiveAfflictionCastingTimeFactor = 0.0; // Max DaggerOffensiveAfflictionCastingTimeFactorMax = 1.0; SwordOffensiveAfflictionCastingTimeFactorMax = 1.0; AxeOffensiveAfflictionCastingTimeFactorMax = 1.0; MaceOffensiveAfflictionCastingTimeFactorMax = 1.0; SpearOffensiveAfflictionCastingTimeFactorMax = 1.0; StaffOffensiveAfflictionCastingTimeFactorMax = 1.0; MagicianStaffOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandAxeOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandSwordOffensiveAfflictionCastingTimeFactorMax = 1.0; PikeOffensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandMaceOffensiveAfflictionCastingTimeFactorMax = 1.0; //OffensiveAffliction power factor (melee weapon only) // Min DaggerOffensiveAfflictionPowerFactor = 0.0; SwordOffensiveAfflictionPowerFactor = 0.0; AxeOffensiveAfflictionPowerFactor = 0.0; MaceOffensiveAfflictionPowerFactor = 0.0; SpearOffensiveAfflictionPowerFactor = 0.0; StaffOffensiveAfflictionPowerFactor = 0.0; MagicianStaffOffensiveAfflictionPowerFactor = 0.0; TwoHandAxeOffensiveAfflictionPowerFactor = 0.0; TwoHandSwordOffensiveAfflictionPowerFactor = 0.0; PikeOffensiveAfflictionPowerFactor = 0.0; TwoHandMaceOffensiveAfflictionPowerFactor = 0.0; // Max DaggerOffensiveAfflictionPowerFactorMax = 1.0; SwordOffensiveAfflictionPowerFactorMax = 1.0; AxeOffensiveAfflictionPowerFactorMax = 1.0; MaceOffensiveAfflictionPowerFactorMax = 1.0; SpearOffensiveAfflictionPowerFactorMax = 1.0; StaffOffensiveAfflictionPowerFactorMax = 1.0; MagicianStaffOffensiveAfflictionPowerFactorMax = 1.0; TwoHandAxeOffensiveAfflictionPowerFactorMax = 1.0; TwoHandSwordOffensiveAfflictionPowerFactorMax = 1.0; PikeOffensiveAfflictionPowerFactorMax = 1.0; TwoHandMaceOffensiveAfflictionPowerFactorMax = 1.0; //Heal casting time factor (melee weapon only) // Min DaggerHealCastingTimeFactor = 0.0; SwordHealCastingTimeFactor = 0.0; AxeHealCastingTimeFactor = 0.0; MaceHealCastingTimeFactor = 0.0; SpearHealCastingTimeFactor = 0.0; StaffHealCastingTimeFactor = 0.0; MagicianStaffHealCastingTimeFactor = 0.0; TwoHandAxeHealCastingTimeFactor = 0.0; TwoHandSwordHealCastingTimeFactor = 0.0; PikeHealCastingTimeFactor = 0.0; TwoHandMaceHealCastingTimeFactor = 0.0; // Max DaggerHealCastingTimeFactorMax = 1.0; SwordHealCastingTimeFactorMax = 1.0; AxeHealCastingTimeFactorMax = 1.0; MaceHealCastingTimeFactorMax = 1.0; SpearHealCastingTimeFactorMax = 1.0; StaffHealCastingTimeFactorMax = 1.0; MagicianStaffHealCastingTimeFactorMax = 1.0; TwoHandAxeHealCastingTimeFactorMax = 1.0; TwoHandSwordHealCastingTimeFactorMax = 1.0; PikeHealCastingTimeFactorMax = 1.0; TwoHandMaceHealCastingTimeFactorMax = 1.0; //Heal power factor (melee weapon only) // Min DaggerHealPowerFactor = 0.0; SwordHealPowerFactor = 0.0; AxeHealPowerFactor = 0.0; MaceHealPowerFactor = 0.0; SpearHealPowerFactor = 0.0; StaffHealPowerFactor = 0.0; MagicianStaffHealPowerFactor = 0.0; TwoHandAxeHealPowerFactor = 0.0; TwoHandSwordHealPowerFactor = 0.0; PikeHealPowerFactor = 0.0; TwoHandMaceHealPowerFactor = 0.0; // Max DaggerHealPowerFactorMax = 1.0; SwordHealPowerFactorMax = 1.0; AxeHealPowerFactorMax = 1.0; MaceHealPowerFactorMax = 1.0; SpearHealPowerFactorMax = 1.0; StaffHealPowerFactorMax = 1.0; MagicianStaffHealPowerFactorMax = 1.0; TwoHandAxeHealPowerFactorMax = 1.0; TwoHandSwordHealPowerFactorMax = 1.0; PikeHealPowerFactorMax = 1.0; TwoHandMaceHealPowerFactorMax = 1.0; //DefensiveAffliction casting time factor (melee weapon only) // Min DaggerDefensiveAfflictionCastingTimeFactor = 0.0; SwordDefensiveAfflictionCastingTimeFactor = 0.0; AxeDefensiveAfflictionCastingTimeFactor = 0.0; MaceDefensiveAfflictionCastingTimeFactor = 0.0; SpearDefensiveAfflictionCastingTimeFactor = 0.0; StaffDefensiveAfflictionCastingTimeFactor = 0.0; MagicianStaffDefensiveAfflictionCastingTimeFactor = 0.0; TwoHandAxeDefensiveAfflictionCastingTimeFactor = 0.0; TwoHandSwordDefensiveAfflictionCastingTimeFactor = 0.0; PikeDefensiveAfflictionCastingTimeFactor = 0.0; TwoHandMaceDefensiveAfflictionCastingTimeFactor = 0.0; // Max DaggerDefensiveAfflictionCastingTimeFactorMax = 1.0; SwordDefensiveAfflictionCastingTimeFactorMax = 1.0; AxeDefensiveAfflictionCastingTimeFactorMax = 1.0; MaceDefensiveAfflictionCastingTimeFactorMax = 1.0; SpearDefensiveAfflictionCastingTimeFactorMax = 1.0; StaffDefensiveAfflictionCastingTimeFactorMax = 1.0; MagicianStaffDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandAxeDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandSwordDefensiveAfflictionCastingTimeFactorMax = 1.0; PikeDefensiveAfflictionCastingTimeFactorMax = 1.0; TwoHandMaceDefensiveAfflictionCastingTimeFactorMax = 1.0; //DefensiveAffliction power factor (melee weapon only) // Min DaggerDefensiveAfflictionPowerFactor = 0.0; SwordDefensiveAfflictionPowerFactor = 0.0; AxeDefensiveAfflictionPowerFactor = 0.0; MaceDefensiveAfflictionPowerFactor = 0.0; SpearDefensiveAfflictionPowerFactor = 0.0; StaffDefensiveAfflictionPowerFactor = 0.0; MagicianStaffDefensiveAfflictionPowerFactor = 0.0; TwoHandAxeDefensiveAfflictionPowerFactor = 0.0; TwoHandSwordDefensiveAfflictionPowerFactor = 0.0; PikeDefensiveAfflictionPowerFactor = 0.0; TwoHandMaceDefensiveAfflictionPowerFactor = 0.0; // Max DaggerDefensiveAfflictionPowerFactorMax = 1.0; SwordDefensiveAfflictionPowerFactorMax = 1.0; AxeDefensiveAfflictionPowerFactorMax = 1.0; MaceDefensiveAfflictionPowerFactorMax = 1.0; SpearDefensiveAfflictionPowerFactorMax = 1.0; StaffDefensiveAfflictionPowerFactorMax = 1.0; MagicianStaffDefensiveAfflictionPowerFactorMax = 1.0; TwoHandAxeDefensiveAfflictionPowerFactorMax = 1.0; TwoHandSwordDefensiveAfflictionPowerFactorMax = 1.0; PikeDefensiveAfflictionPowerFactorMax = 1.0; TwoHandMaceDefensiveAfflictionPowerFactorMax = 1.0; /////////////////////// // PROTECTION FACTOR // // armor and shield // Min BucklerProtectionFactor = 0.10; ShieldProtectionFactor = 0.10; LightBootsProtectionFactor = 0.10; LightGlovesProtectionFactor = 0.10; LightPantsProtectionFactor = 0.10; LightSleevesProtectionFactor = 0.10; LightVestProtectionFactor = 0.10; MediumBootsProtectionFactor = 0.10; MediumGlovesProtectionFactor = 0.10; MediumPantsProtectionFactor = 0.10; MediumSleevesProtectionFactor = 0.10; MediumVestProtectionFactor = 0.10; HeavyBootsProtectionFactor = 0.10; HeavyGlovesProtectionFactor = 0.10; HeavyPantsProtectionFactor = 0.10; HeavySleevesProtectionFactor = 0.10; HeavyVestProtectionFactor = 0.10; HeavyHelmetProtectionFactor = 0.10; // Max BucklerProtectionFactorMax = 0.10; ShieldProtectionFactorMax = 0.10; LightBootsProtectionFactorMax = 0.10; LightGlovesProtectionFactorMax = 0.10; LightPantsProtectionFactorMax = 0.10; LightSleevesProtectionFactorMax = 0.10; LightVestProtectionFactorMax = 0.10; MediumBootsProtectionFactorMax = 0.10; MediumGlovesProtectionFactorMax = 0.10; MediumPantsProtectionFactorMax = 0.10; MediumSleevesProtectionFactorMax = 0.10; MediumVestProtectionFactorMax = 0.10; HeavyBootsProtectionFactorMax = 0.10; HeavyGlovesProtectionFactorMax = 0.10; HeavyPantsProtectionFactorMax = 0.10; HeavySleevesProtectionFactorMax = 0.10; HeavyVestProtectionFactorMax = 0.10; HeavyHelmetProtectionFactorMax = 0.10; ///////////////////////////// // MAX SLASHING PROTECTION // value to multiply with the item level. // armor and shield BucklerMaxSlashingProtection = 0.10; ShieldMaxSlashingProtection = 0.10; LightBootsMaxSlashingProtection = 0.10; LightGlovesMaxSlashingProtection = 0.10; LightPantsMaxSlashingProtection = 0.10; LightSleevesMaxSlashingProtection = 0.10; LightVestMaxSlashingProtection = 0.10; MediumBootsMaxSlashingProtection = 0.10; MediumGlovesMaxSlashingProtection = 0.10; MediumPantsMaxSlashingProtection = 0.10; MediumSleevesMaxSlashingProtection = 0.10; MediumVestMaxSlashingProtection = 0.10; HeavyBootsMaxSlashingProtection = 0.10; HeavyGlovesMaxSlashingProtection = 0.10; HeavyPantsMaxSlashingProtection = 0.10; HeavySleevesMaxSlashingProtection = 0.10; HeavyVestMaxSlashingProtection = 0.33; HeavyHelmetMaxSlashingProtection = 0.33; ////////////////////////// // MAX BLUNT PROTECTION // // armor and shield BucklerMaxBluntProtection = 0.10; ShieldMaxBluntProtection = 0.10; LightBootsMaxBluntProtection = 0.10; LightGlovesMaxBluntProtection = 0.10; LightPantsMaxBluntProtection = 0.10; LightSleevesMaxBluntProtection = 0.10; LightVestMaxBluntProtection = 0.10; MediumBootsMaxBluntProtection = 0.10; MediumGlovesMaxBluntProtection = 0.10; MediumPantsMaxBluntProtection = 0.10; MediumSleevesMaxBluntProtection = 0.10; MediumVestMaxBluntProtection = 0.10; HeavyBootsMaxBluntProtection = 0.10; HeavyGlovesMaxBluntProtection = 0.10; HeavyPantsMaxBluntProtection = 0.10; HeavySleevesMaxBluntProtection = 0.10; HeavyVestMaxBluntProtection = 0.10; HeavyHelmetMaxBluntProtection = 0.10; ///////////////////////////// // MAX PIERCING PROTECTION // // armor and shield BucklerMaxPiercingProtection = 0.10; ShieldMaxPiercingProtection = 0.10; LightBootsMaxPiercingProtection = 0.10; LightGlovesMaxPiercingProtection = 0.10; LightPantsMaxPiercingProtection = 0.10; LightSleevesMaxPiercingProtection = 0.10; LightVestMaxPiercingProtection = 0.10; MediumBootsMaxPiercingProtection = 0.10; MediumGlovesMaxPiercingProtection = 0.10; MediumPantsMaxPiercingProtection = 0.10; MediumSleevesMaxPiercingProtection = 0.10; MediumVestMaxPiercingProtection = 0.10; HeavyBootsMaxPiercingProtection = 0.10; HeavyGlovesMaxPiercingProtection = 0.10; HeavyPantsMaxPiercingProtection = 0.10; HeavySleevesMaxPiercingProtection = 0.10; HeavyVestMaxPiercingProtection = 0.10; HeavyHelmetMaxPiercingProtection = 0.10; ////////////////////////////// // JEWEL PROTECTION AcidJewelProtection = 0.01001; // de 0 à 1.0 (1.0 = 100% de protection) ColdJewelProtection = 0.01001; FireJewelProtection = 0.01001; RotJewelProtection = 0.01001; ShockWaveJewelProtection = 0.01001; PoisonJewelProtection = 0.01001; ElectricityJewelProtection = 0.01001; MaxMagicProtection = 10; // Maximum protection can be gived by jewelry (clamp value), de 0 à 100 (pourcentage) HominBaseProtection = 10; // Homin base protection in generic magic damage type HominRacialProtection = 10; // Homin base protection in racial magic damage type MaxAbsorptionFactor = 10; // Factor used for compute maximum absorption gived by all jewel (100 = 1.0 factor (100%)) (Max absorbtion = sum(equipped jewels recommandeds) * factor) ////////////////////////////// // JEWEL RESISTANCE DesertResistance = 1; // In skill points bonus ForestResistance = 1; LacustreResistance = 1; JungleResistance = 1; PrimaryRootResistance = 1; HominRacialResistance = 10;// Homin racial magic resistance to magic racial spell type MaxMagicResistanceBonus = 10;// clamp value of resistance bonus resistance after all bonus/malus applied EcosystemResistancePenalty = 10;// ecosystem resistance penalty value //************************************************************************************************************* // regen speed parameters //************************************************************************************************************* RegenDivisor = 1.0; RegenReposFactor = 1.0; RegenOffset = 1.0; //************************************************************************************************************* // weapon damage table config //************************************************************************************************************* MinDamage = 10; DamageStep = 1; ExponentialPower = 1; SmoothingFactor = 0; //************************************************************************************************************* // hand to hand combat config //************************************************************************************************************* HandToHandDamageFactor = 0.10; HandToHandLatency = 25; // 25 ticks = 2.5s //************************************************************************************************************* // combat config //************************************************************************************************************* BotDamageFactor = 1; // factor applied on npc and creature damage // special effects when hit to localisation HitChestStaLossFactor = 0.1; HitHeadStunDuration = 1; HitArmsSlowDuration = 1; HitArmsSlowFactor = 10; HitLegsSlowDuration = 1; HitLegsSlowFactor = -10; HitHandsDebuffDuration = 1; HitHandsDebuffValue = -10; HitFeetDebuffDuration = 1; HitFeetDebuffValue = -10; NbOpponentsBeforeMalus = 1; ModPerSupernumeraryOpponent = -1; MinTwoWeaponsLatency = 10; ShieldingRadius = 1; CombatFlagLifetime = 10; // (in ticks) used for openings DodgeFactorForMagicSkills = 1.0; DodgeFactorForForageSkills = 1.0; MagicResistFactorForCombatSkills = 1.0; MagicResistFactorForMagicSkills = 1.0; MagicResistFactorForForageSkills = 1.0; MagicResistSkillDelta = -10; //************************************************************************************************************* // Price parameters ( price formula is ItemPriceCoeff2 * x2 + ItemPriceCoeff1 * x + ItemPriceCoeff0 ) //************************************************************************************************************* // polynom coeff of degree 0 in the price formula ItemPriceCoeff0 = 100.0; // polynom coeff of degree 1 in the price formula ItemPriceCoeff1 = 0.1; // polynom coeff of degree 2 in the price formula ItemPriceCoeff2 = 0.01; // factor to apply on non raw maetrial items to compute their price ItemPriceFactor = 1.0; // factor to apply on animal price to get the price a user can buy them AnimalSellFactor = 0.1; // factor to apply on teleport price to get the price a user can buy them TeleportSellFactor = 0.1; // this factor is applied to all faction point prices GlobalFactionPointPriceFactor = 1.0; // this factor is applied to all faction point prices GlobalFactionPointPriceFactor = 1.0; //************************************************************************************************************* // Max quality of Raw Material Npc item selled by NPC //************************************************************************************************************* MaxNPCRawMaterialQualityInSell = 100; //************************************************************************************************************* // Sell store parameters //************************************************************************************************************* // an item can stay 7 days in a sale store (total cumulated time in game cycle) MaxGameCycleSaleStore = 6048000; NBMaxItemPlayerSellDisplay = 128; //NB max item can be displayed for player item list selled NBMaxItemNpcSellDisplay = 128; //NB max item can be displayed for npc item list selled NBMaxItemYoursSellDisplay = 128; //NB max item can be displayed for your item list selled, it's also the max items player can put in sale store //************************************************************************************************************* // Factor for apply malus wear equipment to craft ( Recommended max = Recommended - (Recommanded * malus wear * WearMalusCraftFactor ) //************************************************************************************************************* WearMalusCraftFactor = 0.1; //************************************************************************************************************* // Item wear config //************************************************************************************************************* //MeleeWeaponWearPerAction = 0.01; //RangeWeaponWearPerAction = 0.01; // now we base wear factor for weapons on the ration (WeaponLatency / ReferenceWeaponLatencyForWear) // MUST be > 0 ReferenceWeaponLatencyForWear = 10; CraftingToolWearPerAction = 0.01; ForageToolWearPerAction = 0.01; ArmorWearPerAction = 0.01; ShieldWearPerAction = 0.01; JewelryWearPerAction = 0.01; // melee weapons DaggerWearPerAction = 0.01; SwordWearPerAction = 0.01; MaceWearPerAction = 0.01; AxeWearPerAction = 0.01; SpearWearPerAction = 0.01; StaffWearPerAction = 0.01; MagicianStaffWearPerAction = 0.01; TwoHandSwordWearPerAction = 0.01; TwoHandAxeWearPerAction = 0.01; PikeWearPerAction = 0.01; TwoHandMaceWearPerAction = 0.01; // range weapon AutolauchWearPerAction = 0.01; BowrifleWearPerAction = 0.01; LauncherWearPerAction = 0.01; PistolWearPerAction = 0.01; BowpistolWearPerAction = 0.01; RifleWearPerAction = 0.01; //************************************************************************************************************* // Fame Variables //************************************************************************************************************* // Fame memory interpolation periode FameMemoryInterpolation = 1220000; // Fame trend reset delay FameTrendResetDelay = 10000; // Point of fame lost with the faction of a killed bot FameByKill = -1000; // Minimum Fame To Buy a Guild Building MinFameToBuyGuildBuilding = 0; // Minimum Fame To Buy a Player Building MinFameToBuyPlayerBuilding = 0; // maximum price variation ( in absolute value ) that can be due to fame MaxFamePriceVariation = 0.1; // Maximum fame value taken in account in trade MaxFameToTrade = 100000; // Minimum fame value taken in account in trade, under this value, the merchant refuse to sell MinFameToTrade = -100000; //************************************************************************************************************* // Guild Variables //************************************************************************************************************* //fame to buy a guild building MinFameToBuyGuildBuilding = 0; // cost of the guild building in money MoneyToBuyGuildBuilding = 10; // base bulk of the guild building BaseGuildBulk = 10000000; // cost in money to create a guild GuildCreationCost = 100000; // max number of charges a guild can apply for MaxAppliedChargeCount = 3; //************************************************************************************************************* // Animals //************************************************************************************************************* AnimalHungerFactor = 0.01; AnimalStopFollowingDistance = 100; AllowAnimalInventoryAccessFromAnyStable = 0; //************************************************************************************************************* // PVP //************************************************************************************************************* DuelQueryDuration = 600; ChallengeSpawnZones = { "pvp_challenge_fyros_spawn_1", "pvp_challenge_fyros_spawn_2", }; PVPMeleeCombatDamageFactor = 1.0; PVPRangeCombatDamageFactor = 1.0; PVPMagicDamageFactor = 1.0; TimeForSetPVPFlag = 1200; // 2 mn Timer for set flag pvp become effective TimeForResetPVPFlag = 18000; // 30 mn Minimum time pvp flag must stay on before player can reset it TimeForPVPFlagOff = 300; // 30 s Timer for set pvp off, if player make or suffer any pvp action during this time, the reset flag is anulated PVPActionTimer = 6000; // 10 mn Timer for be able to play in PVE with neutral or other faction character after made an pvp action TotemBuildTime = 6000; TotemRebuildWait = 72000; ResPawnPVPInSameRegionForbiden = 1; // 1 is player character can't respawn in same region of there death in faction PvP. BuildSpireActive = 1; // max distance from PvP combat to gain PvP points (faction and HoF points) from team PvP kills (in meters) MaxDistanceForPVPPointsGain = 50.0; // minimum delta level used to compute the faction points gain MinPVPDeltaLevel = -50; // maximum delta level used to compute the faction points gain MaxPVPDeltaLevel = 50; // for team PvP progression add this value to the faction points divisor for each team member above one PVPTeamMemberDivisorValue = 1.0; // it is the base used in faction point gain formula PVPFactionPointBase = 5.0; // it is the base used in HoF point gain formula PVPHoFPointBase = 5.0; // in faction PvP the killed players loses the faction points gained per killer multiplied by this factor PVPFactionPointLossFactor = 0.1; // in faction PvP the killed players loses the HoF points gained per killer multiplied by this factor PVPHoFPointLossFactor = 0.5; // players will not get any point for the same PvP kill for this time in seconds TimeWithoutPointForSamePVPKill = 300; VerboseFactionPoint = 0; //************************************************************************************************************* // Outpost //************************************************************************************************************* // Global flag to activate outpost challenge system LoadOutposts = 1; // Outpost saving period in tick (1 outpost saved at a time), default is 10 ticks OutpostSavingPeriod = 10; // Period in ticks between 2 updates of the same outpost, default is 10 ticks OutpostUpdatePeriod = 10; // Set if the outpost drillers generate mps or not EnableOutpostDrillerMPGeneration = 1; // Production time of mp in the driller (in seconds) OutpostDrillerTimeUnit = 60*60*24; // per day // Delay in ticks used to check if 2 actions for editing an outpost are concurrent OutpostEditingConcurrencyCheckDelay = 50; // Period in seconds between 2 updates of outpost timers on clients OutpostClientTimersUpdatePeriod = 60; // Number of rounds in an outpost fight OutpostFightRoundCount = 24; // Time of a round in an outpost fight, in seconds OutpostFightRoundTime = 5*60; // Time to decrement an outpost level in seconds (in peace time) OutpostLevelDecrementTime = 60*60*24*2; // an outpost loses 1 level every 2 days // Delay in ticks used to check if 2 actions for editing an outpost are concurrent OutpostEditingConcurrencyCheckDelay = 50; // Time of each outpost state (challenge, beforeAttack, afterAttack, beforeDefense, afterDefense), in seconds. If 0 default computed value is used. OutpostStateTimeOverride = 0; // Max time the player has to answer the JoinPvp Window, in seconds OutpostJoinPvpTimer = 10; // Time range before next attack period in which a service reboot will cancel the challenge, in seconds OutpostRangeForCancelOnReset = 60*60*3; // 3 hours // Max number of outposts per guild (DO NOT exceed outpost count in database.xml) GuildMaxOutpostCount = 10; //************************************************************************************************************* DisplayedVariables += { "NbPlayers", "Creatures", "", "RyzomDate", "RyzomTime", "PeopleAutorized", "CareerAutorized", "", "NbEntitiesInPhraseManager", "", "@Characters|displayPlayers", "@Creatures|displayCreatures" }; Paths += { "../common/data_leveldesign/leveldesign/World" }; PathsNoRecurse += { "../common/data_leveldesign/leveldesign/game_element/xp_table", "../common/data_leveldesign/leveldesign/game_element/emotes" }; MonoMissionTimout = 144000; VerboseMissions = 0; MissionLogFile = "egs_missions.log"; MissionPrerequisitsEnabled = 1; CheckCharacterVisitPlacePeriodGC = 64; // This icon will be used for missions with an invalid mission icon. If // default icon is invalid too mission will not be displayed at all on client. DefaultMissionIcon = "generic_rite"; // Mission states is read from file mission_validation.cfg. The EGS will load // only the files which state is in ValidMissionStates list. If that list // contains the keyword "All" all missions will be loaded. ValidMissionStates = { "All", // "Disabled", // "Test", // "Valid", }; StoreBotNames = 1; Tocking = 1; // unlimited death pact for internal testing UnlimitedDeathPact = 1; //ignore race prerequisits for missions IgnoreMissionRacePrerequisits = 1; // Max distance allowed for bot chat & dyn chat MaxBotChatDistanceM = 5; //zone types that must be set as triggers TriggerZoneTypes = { "place","region" }; // PeopleAutorized 1:fyros 2:matis 4:tryker 8:zorai // set the world instance activity verbosity VerboseWorldInstance = 0; // set the shop category parser verbosity VerboseShopParsing = 0; // Checking coherency between saved players and CEntityIdTranslator map, may be slow, so put to 0 if you want CheckEntityIdTranslatorCoherency = 0; // Filename that contains the list of invalid entity names InvalidEntityNamesFilename = "invalid_entity_names.txt"; BSHost = "192.168.1.199"; UseBS = 1; // the client uri that the client must enter to get the forum *with* final slash // ie: http://compilo/websrv/ WebSrvHost = "http://213.208.119.191/"; ForageKamiAngerThreshold1 = 10000; ForageKamiAngerThreshold2 = 10000; ForageKamiAngerDecreasePerHour = 900.0; ForageKamiAngerPunishDamage = 5000; ForageValidateSourcesSpawnPos = 1; AutoSpawnForageSourcePeriodOverride = 0; ForageKamiAngerOverride = 0; ForageSiteStock = 100; ForageSiteNbUpdatesToLive = 10; ForageSiteRadius = 10.0; ForageExtractionTimeMinGC = 230.0; ForageExtractionTimeSlopeGC = 2.0; ForageQuantityBaseRate = 0; ForageQuantityBrick1 = 0.5; ForageQuantityBrick2 = 0.5; ForageQuantityBrick3 = 0.5; ForageQuantityBrick4 = 0.5; ForageQuantityBrick5 = 0.5; ForageQuantityBrick6 = 0.5; ForageQuantityBrick7 = 0.5; ForageQuantityBrick8 = 0.5; ForageQuantityBrick9 = 0.5; ForageQuantityBrick10 = 0.5; ForageQuantityBrick11 = 0.5; ForageQuantityBrick12 = 0.5; ForageQuantitySlowFactor = 0.5; ForageQualitySlowFactor = 1.50; ForageQualitySlowFactorQualityLevelRatio = 0.1; ForageQualitySlowFactorDeltaLevelRatio = 0.1; ForageQualitySlowFactorMatSpecRatio = 0.1; ForageQualityCeilingFactor = 1.0; ForageQualityCeilingClamp = 1; ForageQuantityImpactFactor = 20.0; ForageQualityImpactFactor = 1.5; ForageExtractionAbsorptionMatSpecFactor = 5.0; ForageExtractionAbsorptionMatSpecMax = 1.0; ForageExtractionCareMatSpecFactor = 1.0; ForageExtractionAbsorptionEcoSpecFactor = 5.0; ForageExtractionAbsorptionEcoSpecMax = 1.0; ForageExtractionCareEcoSpecFactor = 1.0; ForageExtractionNaturalDDeltaPerTick = 0.1; ForageExtractionNaturalEDeltaPerTick = 0.1; ForageCareFactor = 5.0; ForageCareBeginZone = 5.0; ForageHPRatioPerSourceLifeImpact = 0.005; ForageExplosionDamage = 5000.0; ToxicCloudDamage = 500.0; ForageCareSpeed = 0.05; ForageKamiOfferingSpeed = 0.01; ForageDebug = 0; ForageSourceSpawnDelay = 50; ForageFocusRatioOfLocateDeposit = 10; ForageFocusAutoRegenRatio = 1.0; ForageReduceDamageTimeWindow = 50; ForageExtractionXPFactor = 10.0; ForageQuantityXPDeltaLevelBonusRate = 1.0; ForageProspectionXPBonusRatio = 0.1; ForageExtractionNbParticipantsXPBonusRatio = 0.1; ForageExtractionNastyEventXPMalusRatio = 0.1; QuarteringQuantityAverageForCraftHerbivore = 2.0; QuarteringQuantityAverageForCraftCarnivore = 5.0; QuarteringQuantityAverageForMissions = 1.0; QuarteringQuantityAverageForBoss5 = 10; QuarteringQuantityAverageForBoss7 = 50; QuarteringQuantityForInvasion5 = 50; QuarteringQuantityForInvasion7 = 100; LootMoneyAmountPerXPLevel = 10.0; XMLSave = 0; // Shutdown handling // Time to shutdown server in minutes ShutdownCounter = 5; // Time between to shutdown messages in seconds BroadcastShutdownMessageRate = 30; // Time to shutdown to close access to welcome service, in seconds CloseShardAccessAt = 300; // Persistent Logging DatabaseId = 0; // Log PD updates to log file (1 enabled, 0 disabled), see PDLogSaveDirectory to choose where to log PDEnableLog = 1; // Log PD StringManager updates to log file (1 enabled, 0 disabled), see PDLogSaveDirectory to choose where to log PDEnableStringLog = 0; // Number of seconds between 2 logs to file PDLogUpdate = 10; // Log directory (with/without final slash), pd_logs is added to the path. If value is empty, default is SaveFilesDirectory PDLogSaveDirectory = ""; // delay during character stay in game after disconnection TimeBeforeDisconnection = 300; // File that contains the privileges for client commands ClientCommandsPrivilegesFile = "client_commands_privileges.txt"; // File that contains the info on the current event on the server GameEventFile = "game_event.txt"; // Privilege needed for banner BannerPriv = ":G:SG:GM:SGM:"; // Privilege that never aggro the bots NeverAggroPriv = ":OBSERVER:G:SG:GM:SGM:EM:"; // Privilege always invisible AlwaysInvisiblePriv = ":OBSERVER:EM:"; // Privilege to teleport with a mektoub TeleportWithMektoubPriv = ":GM:SGM:DEV:"; // Privilege that forbid action execution NoActionAllowedPriv = ":OBSERVER"; // Privilege that bypass value and score checking NoValueCheckingPriv = ":GM:SGM:DEV:"; // Privilege that prevent being disconnected in case of shard closing for technical problem NoForceDisconnectPriv = ":GM:SGM:DEV:"; // File used to save position flags PositionFlagsFile = "position_flags.xml"; // load PVP zones from primitives? LoadPVPFreeZones = 1; LoadPVPVersusZones = 1; LoadPVPGuildZones = 1; // buffer time in ticks used when entering/leaving a PVP zone PVPZoneEnterBufferTime = 300; PVPZoneLeaveBufferTime = 1200; PVPZoneWarningRepeatTime = 50; PVPZoneWarningRepeatTimeL = 3000; // If 1, use the Death Penalty factor from the PVPZone primitive, else no death penalty PVPZoneWithDeathPenalty = 1; // if 1, pvp duel/challenge will be disabled DisablePVPDuel = 0; DisablePVPChallenge = 1; // Fame Variables // All values are multiplied by 6000 compared to values displayed on the client. FameMinToDeclare = 100000; FameWarningLevel = 10000; FameMinToRemain = 0; FameMinToTrade = -100000; FameMinToKOS = -100000; FameMaxDefault = 100000; FameAbsoluteMin = -100000; FameAbsoluteMax = 100000; FameStartFyrosvFyros = 100000; FameStartFyrosvMatis = -100000; FameStartFyrosvTryker = -10000; FameStartFyrosvZorai = 10000; FameStartMatisvFyros = -100000; FameStartMatisvMatis = 100000; FameStartMatisvTryker = 10000; FameStartMatisvZorai = -10000; FameStartTrykervFyros = -10000; FameStartTrykervMatis = 10000; FameStartTrykervTryker = 100000; FameStartTrykervZorai = -100000; FameStartZoraivFyros = 10000; FameStartZoraivMatis = -10000; FameStartZoraivTryker = -100000; FameStartZoraivZorai = 100000; FameStartFyrosvKami = 10000; FameStartFyrosvKaravan = -10000; FameStartMatisvKami = -100000; FameStartMatisvKaravan = 100000; FameStartTrykervKami = -10000; FameStartTrykervKaravan = 10000; FameStartZoraivKami = 100000; FameStartZoraivKaravan = -100000; FameMaxNeutralvFyros = 100000; FameMaxNeutralvMatis = 100000; FameMaxNeutralvTryker = 100000; FameMaxNeutralvZorai = 100000; FameMaxFyrosvFyros = 100000; FameMaxFyrosvMatis = 0; FameMaxFyrosvTryker = 100000; FameMaxFyrosvZorai = 100000; FameMaxMatisvFyros = 0; FameMaxMatisvMatis = 100000; FameMaxMatisvTryker = 100000; FameMaxMatisvZorai = 100000; FameMaxTrykervFyros = 100000; FameMaxTrykervMatis = 100000; FameMaxTrykervTryker = 100000; FameMaxTrykervZorai = 0; FameMaxZoraivFyros = 100000; FameMaxZoraivMatis = 100000; FameMaxZoraivTryker = 0000; FameMaxZoraivZorai = 100000; FameMaxNeutralvKami = 100000; FameMaxNeutralvKaravan = 100000; FameMaxKamivKami = 100000; FameMaxKamivKaravan = -100000; FameMaxKaravanvKami = -100000; FameMaxKaravanvKaravan = 100000; // Log switches, turns nlinfo on/off NameManagerLogEnabled = 1; GameItemLogEnabled = 1; EntityCallbacksLogEnabled = 1; EntityManagerLogEnabled = 1; GuildManagerLogEnabled = 1; ForageExtractionLogEnabled = 0; PhraseManagerLogEnabled = 1; CharacterLogEnabled = 1; PlayerLogEnabled = 1; ShoppingLogEnabled = 0; PVPLogEnabled = 1; PersistentPlayerDataLogEnabled = 0; DailyShutdownSequenceTime = ""; DailyShutdownBroadcastMessage = "The shard will be shut down in 1 minute"; DailyShutdownCounterMinutes = 1; CheckShutdownPeriodGC = 50; // Connection towards Mail/Forum service MFSHost = "192.168.1.191"; PlayerChannelHistoricSize = 50; FlushSendingQueuesOnExit = 1; NamesOfOnlyServiceToFlushSending = "BS"; // stat database save period in ticks StatDBSavePeriod = 20; // New Newbieland UseNewNewbieLandStartingPoint= 1; // Mainlands shard configuration Mainlands = { "200", "Aniro", "(FR)", "fr", "201", "Leanon", "(DE)", "de", "202", "Arispotle", "(UK)", "en", };