khanat-opennel-code/code/ryzom/server/sheet_pack_cfg/entities_game_service.cfg

1804 lines
70 KiB
INI
Raw Normal View History

2011-08-02 13:18:50 +00:00
// 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 <20> 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 <20> 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(equiped 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",
};