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coffeemud.ini
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coffeemud.ini
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######################################################################
# COFFEEMUD INI FILE
# This is the main configuration file. It must always be on your
# local filesystem, and never copied to the database vfs.
#
# This file should be completely read through by new admins!
# Most of these options can also be altered through the MudGrinder
# control panel.
######################################################################
######################################################################
# Main server IP config
######################################################################
# MUD_NAME is a way to specify your muds name. This field is overridden
# by the command line, unless a unique mud name is not specified, in which
# case this field is used.
# Default is blank (use the command line name always)
MUD_NAME=
# PORT number for CoffeeMud to listen on. Multiple ports may be separated
# by commas.
PORT=5555
# DOMAIN is the friendly name of your mud server to the outside world.
# For instance, myserver.mydns.org would be an example.
# It is required by the SMTP Server, the two intermud clients
# I3 and IMC2, and the Siplet internal MUD client.
# The SMTP Server will require that all email addresses end
# with this name (ex: [email protected]), so be smart about what
# you put here. See www.dyndns.org for information on getting a free domain
# name.
DOMAIN=
# BIND address, defaults to empty (all IP addresses (multi-homed machine))
#BIND=127.0.0.1
# BACKLOG defaults to 6 - number of connections that can be queued
BACKLOG=6
# MAXCONNSPERIP - maximum connections to allow from a single IP addr. 0=unlimited
# Default is 10
MAXCONNSPERIP=10
# MAXNEWPERIP - maximum new characters per day from a single IP addr. 0=unlimited
# Default is 3
MAXNEWPERIP=3
# Runs the specified web servers. This entry is either the word FALSE to disable
# all internal web servers, or a comma-delimited list of web server names, each
# with their own special configuration ini file of the same name located in your
# /web directory. For instance, if this entry is "pub,admin", then the server
# will look for the files "/web/pub.ini" and "/web/admin.ini" for configuration
# information on those two web servers to start.
# Default is pub,admin
RUNWEBSERVERS=pub,admin
# Runs smtpserver if the value is 'true' (case insensitive)
# any other value, or absence of line, will mean the smtpserver is not loaded
RUNSMTPSERVER=TRUE
# SMTPSERVERNAME defines the name of the smtp server to use when sending out-going
# emails. If blank, the system will attempt to connect to the mail server denoted
# by the email addresses directly. Otherwise, the given server will be used as
# a relay server. If you want to implement SMTP authentication, you can include
# a comma followed by either LOGIN or PLAIN, followed by the user name, followed
# by the password.
# Example: smtp.relayhost.com
# Example: smtp.relayhost.com,PLAIN,user,password
SMTPSERVERNAME=
# ADMINEMAIL is the admin email address for your mud. Used for I3 and MSSP
ADMINEMAIL=
# MUDSTATE is a string describing the status of your mud. This is used for
# I3 and MSSP reporting. Values are numeric, and include:
# 0 = Alpha (MudLib Development)
# 1 = Closed Beta (Restricted Access)
# 2 = Open Beta (Beta Testing)
# 3 = Live (Open to the public)
# Changes will require a mud reboot to take full effect. Default value is 3.
MUDSTATE=2
# CHARSETINPUT is the name of the Java Character set to use for the default
# input stream. Default is iso-8859-1
CHARSETINPUT=iso-8859-1
# CHARSETOUTPUT is the name of the Java Character set to use for the default
# output stream. Default is iso-8859-1
CHARSETOUTPUT=iso-8859-1
######################################################################
# JDBC Database fields
######################################################################
# DBCLASS is the name of the JDBC Driver, typically sun.jdbc.odbc.JdbcOdbcDriver
# DBSERVICE is the name of the JDBC Service as defined by your local operating system
# DBUSER is a user name required to log into the JDBC service
# DBPASS is the password for the above user name
# DBPARMS are misc jdbc properties in the format VAR1="VALUE" VAR2="VALUE"
# DBCONNECTIONS is the maximum number of connections to make to the database
# DBPINGINTERVALMINS is the number of minutes between forced pings of idle connections
# DBTRANSACT true to disable auto commit and also use batch inserts
# DBREUSE is true if you want the system to reuse connections instead of making new ones
#
#Here are example settings for a System ODBC Service called "CoffeeMudAccess":
# DBCLASS=sun.jdbc.odbc.JdbcOdbcDriver
# DBSERVICE=jdbc:odbc:CoffeeMudAccess
#Here are example settings for a Derby database called "coffeemud":
# DBCLASS=org.apache.derby.jdbc.EmbeddedDriver
# DBSERVICE=jdbc:derby:C:/db-derby-10.1.2.1-bin/frameworks/embedded/bin/coffeemud
# DBREUSE=TRUE
#Here are example settings for a HSQLDB database
# DBCLASS=org.hsqldb.jdbcDriver
# DBSERVICE=jdbc\:hsqldb\:hsql\://localhost\:9001
# DBUSER=sa
# DBREUSE=TRUE
#Here are example settings for a Postgres database called "coffeemud"
# DBCLASS=org.postgresql.Driver
# DBSERVICE=jdbc\:postgresql\://localhost\:5432/coffeemud
# DBUSER=postgres
# DBREUSE=TRUE
# DBTRANSACT=TRUE
##And here are example settings for a MySQL database called "coffeemud":
# DBCLASS=com.mysql.jdbc.Driver
# DBSERVICE=jdbc\:mysql\://localhost\:3306/coffeemud
# DBUSER=root@localhost
# DBPARMS=autoReconnect=true useSSL=false allowPublicKeyRetrieval=true
# DBREUSE=TRUE
# DBTRANSACT=TRUE
##And lastly, here are the default settings for the fakedb database:
DBCLASS=com.planet_ink.fakedb.Driver
DBSERVICE=jdbc:fakedb:resources/fakedb
DBUSER=
DBPASS=
DBCONNECTIONS=2
DBREUSE=TRUE
DBTRANSACT=FALSE
DBPINGINTERVALMINS=60
# LANGUAGE and COUNTRY are used to build the name of the two properties files
# located within the resources directory which are used to define input and
# output text filtering. The input filter is called parser_en_TX.properties
# (when LANGUAGE and COUNTRY are en and TX respectively). The output filter
# file is called translation_en_TX.properties.
# Default for LANGUAGE is en, and the default for COUNTRY is TX
LANGUAGE=en
COUNTRY=TX
######################################################################
# InterMud 3 Settings
# (IMC2 is now hidden -- contact us for details)
######################################################################
# RUNI3SERVER is run if first value is TRUE
RUNI3SERVER=TRUE
# The ICHANNELS are a comma separated list of channels.
# Each entry consists of the channel name, a channel participant mask,
# and the corresponding imud3 channel name.
# The channel mask uses the same flags as is shown in the Archon help
# files under ZAPPERMASKS. The mask may also include the word
# READONLY to make the channel read-only, or PLAYERREADONLY to make
# the channel read-only to players alone.
ICHANNELS=ICOFF -LEVELS +>91 coffeemud_universe
# The I3PORT is the listening port for the I3 server.
I3PORT=27766
# I3ROUTERS = comma delimited list of acceptable i3 routers in the
# form host:port:password
# Example I3ROUTERS=204.209.44.3:8080:*i4
I3ROUTERS=97.107.133.86:8787:*dalet,204.209.44.3:8080:*i4,150.101.219.57:8080:*Kelly
######################################################################
# CoffeeInterMud 1 Settings
######################################################################
# RUNCM1SERVER is run if first value is TRUE
RUNCM1SERVER=TRUE
# The CM1CONFIG is path to a cm1.ini files. This is where the bulk
# of the CM1 server configuration is kept.
# Default is /web/cm1.ini
CM1CONFIG=/web/cm1.ini
######################################################################
# Security related configuration variables
######################################################################
# The SYSOPMASK string defines the criteria by which an all-powerful
# system operator/administrator is defined. The players who meet
# this criteria may perform any and all administrative commands
# anywhere, at any time. The mask uses the same flags as is
# shown in the Archon help files under ZAPPERMASKS.
# Default is -ANYCLASS +Archon
SYSOPMASK=-ANYCLASS +Archon
# WIZLISTMASK is a mask that determines which names appear
# when the WIZLIST command is used. If empty, the default mask is used, which
# is: -ANYCLASS +Archon. See the HELP ZAPPERMASK for more information, though
# ONLY those flags dealing with name, class, race, and level will apply.
WIZLISTMASK=
# HASHPASSWORDS defines whether passwords are hashed before saving to the DB.
# This provides some level of security for those who don't trust their DB
# admins, or expose their DB to others. However, when users forget their
# passwords, the user will have to generate a new password to email it.
# Set to YES to start hashing passwords.
HASHPASSWORDS=NO
# The JSCRIPTS parameter defines the use of JavaScript in Scriptable
# behaviors. If the setting is 0, then JavaScripts are
# never executed in Scriptable behaviors. A value of 2 (default) means
# they're always executed. A value of 1 requires approval by a player
# whose security matched the SYSOPMASK above. Approval is done
# through the MODIFY JSCRIPTS command.
JSCRIPTS=1
# The GROUP_ strings define a series of security access group.
# The remainder of each configuration variable name (after "GROUP_")
# is the name of the group being defined. The value is a comma
# delimited list of security codes. Players who belong to the
# security groups defined here gain the capabilities and functionality
# defined by the security codes. See AHELP SECURITY for a
# valid list of security codes. A few default groups are defined
# below. Remember that the name of the group is the part AFTER the
# word "GROUP_". So, for example, the name of the group defined by the
# entry GROUP_SUBOP is actually SUBOP.
GROUP_QUESTMASTERS=POSSESS, AT, AFTER, CMDQUESTS, GOTO, COPYITEM, COPYMOB, IMMORT
GROUP_SUBOP=AHELP, AREA ANNOUNCE, AREA AT, AREA COPYMOBS, AREA COPYITEMS, AREA COPYROOMS,\
AREA CMDROOMS, AREA CMDITEMS, AREA CMDEXITS, AREA CMDRACES, AREA GOTO,\
AREA POSSESS, AREA STAT, AREA SYSMSGS, AREA TRANSFER, AREA WHERE, AREA RESET,\
AREA KILLDEAD, AREA ORDER, AREA ABOVELAW, AREA WIZINV, AREA CLOAK,\
AREA CMDMOBS, IMMORT, TRAILTO, SESSIONS, AREA POOF, AREA PURGE, AREA RESTRING,\
AREA LISTADMIN, AREA TRAILTO, AREA SUPERSKILL, AREA LOADUNLOAD, AREA MXPTAGS,\
CARRYALL, TASKS, AREA GMODIFY, VFS: RESOURCES
GROUP_TRAVELER=GOTO
GROUP_WIZI=WIZINV, ABOVELAW, CLOAK
GROUP_MISCHIEF=POSSESS, AT, STAT
GROUP_SLAYER=KILLDEAD
GROUP_ASSISTANT=COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, SUPERSKILL
GROUP_ASSISTANT2=COPYMOBS, COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, RESTRING, WHERE, SUPERSKILL
GROUP_ASSISTANT3=COPYMOBS, COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, BEACON, TICKTOCK,\
RESTRING, SNOOP, WHERE, SUPERSKILL, TRAILTO
GROUP_IMPLEMENTOR=AHELP, ANNOUNCE, AT, COPYMOBS, COPYITEMS, COPYROOMS, CMDROOMS, CMDITEMS,\
CMDEXITS, CMDRACES, GOTO, POSSESS, STAT, SYSMSGS, TRANSFER, WHERE,RESET,\
KILLDEAD, ORDER, ABOVELAW, WIZINV, CMDMOBS, IMMORT, TRAILTO,SESSIONS,\
SUPERSKILL, MXPTAGS, CLOAK, CARRYALL, TASKS, GMODIFY,FS: RESOURCES,\
CATALOG
GROUP_SYSOP=AFTER, AHELP, ANNOUNCE, AT, BAN, BEACON, BOOT, COPYMOBS, COPYITEMS, COPYROOMS,\
CMDQUESTS, CMDSOCIALS, CMDROOMS, CMDITEMS, CMDEXITS, CMDAREAS,CMDRACES,\
CMDCLASSES, NOPURGE, KILLBUGS, KILLIDEAS, KILLTYPOS, CMDCLANS,DUMPFILE, GOTO,\
LOADUNLOAD, CMDPLAYERS, POSSESS, SHUTDOWN, SNOOP, STAT,SYSMSGS, TICKTOCK,\
TRANSFER, WHERE, RESET, RESETUTILS, KILLDEAD, MERGE,IMPORTROOMS, IMPORTMOBS,\
IMPORTITEMS, IMPORTPLAYERS, EXPORT, EXPORTPLAYERS,EXPORTFILE, ORDER, I3,\
ABOVELAW, CMDMOBS, SUPERSKILL, JOURNALS, PKILL,SESSIONS, TRAILTO, LISTADMIN,\
MXPTAGS, CMDFACTIONS, CARRYALL, KILLSTUCK,TASKS,ALLSKILLS, JSCRIPTS, GMODIFY,\
COMPONENTS, EXPERTISES, TITLES, FS: ,CMDABILITIES, IDLEOK, CATALOG,\
CMDRECIPES
######################################################################
# Player COMBAT related configuration variables
######################################################################
# COMBATSYSTEM determines how players are able to use their speed/number of
# attacks during combat. Values include:
# DEFAULT All standard actions must be used for standard attacks or movement,
# One bonus action is granted per round during combat for general use.
# QUEUE All standard actions are dequeued from player commands entry. Any
# remaining unused actions are used for standard attacks or movement.
# MANUAL All standard actions are dequeued from player commands entry.
# Remaining unused actions are lost.
# TURNBASED Players must spend all their actions within a given amount of time.
#
COMBATSYSTEM=DEFAULT
# SHOWDAMAGE toggles whether players will see the damage dealt to foes.
# YES Show damage in numbers, as well as words
# NO Only show words
# SOURCE Attacker sees numbers and words, target only sees words.
# TARGET Target sees numbers and words, attacker only sees words.
# Default is NO
SHOWDAMAGE=NO
# PROWESSOPTIONS sets whether combat, defensive, and base damage prowess is shown
# in the score command, and if so, how and with what options. Options are comma
# delimited.
# ARMOR-ABSOLUTE Include the default absolute armor prowess string.
# ARMOR-NUMBER Include the numeric absolute armor value.
# ARMOR-ADV Include adverbs when the armor value is exceptional.
# ARMOR-ADJ Include an adjective relative to a mob of the same level.
# COMBAT-ABSOLUTE Include the default absolute combat prowess string.
# COMBAT-NUMBER Include the numeric absolute combat/attack value.
# COMBAT-ADV Include adverbs when the combat value is exceptional.
# COMBAT-ADJ Include an adjective relative to a mob of the same level.
# COMBAT-NOUN Include a level-based combat/attack noun.
# *
# Include SKILL-PROFICIENCY to show words instead of skill proficiency numbers
# Include STAT-PROFICIENCY to show words instead of char stat numbers
# Include FACTION-RANGE to show only faction ranges instead of numbers
# Include POWER-LEVEL to show only player levels adjusted by OP effects.
# Set the value to NONE to include none of the options above.
# Set the value to blank to default to ARMOR-ABSOLUTE, ARMOR-NUMBER,
# COMBAT-ABSOLUTE, COMBAT-NUMBER
# Default is blank
PROWESSOPTIONS=
# INJURYSYSTEM controls various variables dealing with limb injury, bleeding,
# and amputation. Each variable is separated by a comma, and does not include
# the % character, even though the first four values are percentages.
# The first variable is a % chance per hit of a limb being affected.
# The second is a % of hit points threshold before limbs start being affected.
# The third is % of hit points which must be done in a single blow to remove
# a limb before the limb is destroyed normally.
# The fourth is a % chance a limb is removed when it has been damaged 100%
# The fifth is multiplier that increases actual % limb damage done per hit.
# or has received a massive damage attack defined by the third variable.
# The sixth value is the MINIMUM player level that can lose limbs.
# The seventh value is the MINIMUM player level that can start bleeding
# The eighth value is the % of hp lost by a player in one blow to start bleeding.
# The ninth value is the % chance, on losing a limb, of bleeding.
# The default value is 100,60,10,100,4,10,15,20,100
INJURYSYSTEM=100,60,25,100,2,10,15,20,100
# The PLAYERKILL describes how/whether players may kill each other.
# The default is OPTIONAL-4, but valid values include:
# ALWAYS Players may kill each other at will.
# ALWAYS-X Players may kill each other at will, but only if they
# are within X levels of each other.
# OPTIONAL Players must both have their PKILL option turned on
# in order to kill each other.
# OPTIONAL-X Players must both have their PKILL option turned on
# in order to kill each other, but must also be within
# X levels of each other.
# ONEWAY Same as OPTIONAL, but player can never turn PKILL off.
# ONEWAY-X Same as OPTIONAL-X, but player can never turn PKILL off.
# NEVER Players may never kill each other.
# The above does not affect DUELing.
PLAYERKILL=OPTIONAL-4
# The PLAYERDEATH describes what happens to a player when they die.
# Multiple entries may be included, and are separated by commas.
# The default is EXPERIENCE, but valid values include:
# PURGE X The player is erased from the system after X deaths.
# UNLEVEL X The player loses X levels of experience.
# LOSESKILL The player loses a random skill
# RETAIN The player retains their equipment
# ASTRAL The player becomes an astral spirit.
# ASTRAL_RES As ASTRAL, but player can self-resurrect.
# EXPERIENCE The player loses 100 experience points per level
# OUT X The player goes safely unconscious for x ticks
# RECALL The player simply recalls to their death room (no body)
# (a number) The player loses a flat X experience points when they die.
# (expression) The players lost experience is calculated based on the
# give math expression, using + - * / (), and using @x1 to
# stand for the players level, and @x2 the killers level
PLAYERDEATH=(@x1 * 50) < 2000
# MOBDEATH describes what happens to a non-player when they die.
# The default is DEATH, but you can also use one of the following:
# DEATH They die. They don't come back until they rejuv.
# OUT (expr) They go unconscious for # ticks determined by the
# expression. Use +-*/(), and @x3 to insert rejuv ticks.
MOBDEATH=DEATH
# The FLEE parameter describes what happens to a player when they flee combat.
# Multiple entries may be included, and are separated by commas.
# The default is EXPERIENCE, but valid values include:
# PURGE The player is erased from the system.
# UNLEVEL X The player loses X levels of experience.
# LOSESKILL The player loses a random skill
# ASTRAL The player becomes an astral spirit.
# ASTRAL_RES As ASTRAL, but player can self-resurrect.
# OUT X The player goes safely unconscious for x ticks
# EXPERIENCE The player loses 5 xp per level above killers. Min 10.
# RECALL The player recalls to their death room as per death
# (a number) The player loses a flat X experience points when they flee.
# (expression) The players lost experience is calculated based on the
# give math expression, using + - * / (), and using @x1 to
# stand for the players level, and @x2 the killers level
# (blank) Fleeing has no bad consequences, breaking several char classes.
FLEE=EXPERIENCE
# The EXPRATE describes how quickly experience rises or falls
# with level differences. The default is 6. Lower numbers
# increase the rate of experience gain ascent/descent as
# level differences increase/decrease. A value of 0 means
# no bonus or penalty experience based on level differences.
EXPRATE=6
# The CORPSEGUARD string is used to determine who may loot the
# corpses of dead players. Use ALL to allow anyone to loot
# them (default), SELFONLY will only allow the players to loot
# their own corpses, and the PKONLY flag will allow the players, or
# other players with the playerkill flag turned on to loot.
CORPSEGUARD=ALL
# The ITEMLOOTPOLICY is left blank to not implement any item-loss
# when mobs are killed. Otherwise you can implement one or more
# rules separated by semicolons. Each rule includes one or more
# of the following: a % chance that an item will be affected by
# the rule when a mob is killed and the corpse is generated, the
# keyword RUIN to designate that the rule ruins the item, the
# keyword LOSS to designate that the rule destroys the item, the
# keyword UNWORN to designate that the rule only applies to unworn items, the
# keyword WORN to designate that the rule only applies to worn items, an
# ending keyword MASK= followed by a Zapper Mask (see HELP ZAPPERMASKS).
# Example: ITEMLOOTPOLICY=10% RUIN;15% LOSS; 99% RUIN MASK=-MATERIAL +WOODEN
# Default is 20% RUIN.
ITEMLOOTPOLICY=20% RUIN
# The AUTOREACTION system is a general way to get mobs to react to
# players based on their past behavior. The value is a comma
# delimited list of key systems, which include: AREA, RACE, NAME,
# DEITY, and PLANAR. The AREA system will cause mobs reactions to
# be based on the players behavior in the area while NAME is based
# on the players behavior towards mobs of that name. PLANAR
# activates a faction for each Plane of Existence that supports it.
# DEITY activates a faction for each deity.
#
# Reaction causing behavior includes killing as well
# as being sociable and hanging around. A blank value disables
# this system, which can be cpu and possibly memory intensive.
#
# Example: AUTOREACTION=AREA,PLANAR,DEITY
# Default is PLANAR.
AUTOREACTION=PLANAR
# The number of ticks that a player challenged to a duel has to
# consider that challenge. Once this time expires, new challenges
# may be issued. Default is 5 ticks (roughly 20 seconds)
DUELTICKDOWN=5
# EFFECTCXL stands for effect combat XP levels. It determines how
# much each 'OP' spell/skill effect affects the level of the mob for
# purposes of determining experience points. An OP effect is one
# cast by a non-deity whose level is more than "exprate" levels higher
# than the mob. If this number is 0, then only normal mob levels
# apply. A number > 0 will apply (or subtract) that many levels from
# the mob for every OP effect found.
# Default is 0.
EFFECTCXL=0
######################################################################
# Miscellaneous Player related configuration variables
######################################################################
# The CLASSSYSTEM describes how the character classing system works.
# SUB Player can create a character in any one Base class,
# and take levels in any of that Base classes subclasses
# by switching.
# SUB-[N] As SUB, but can only have maximum [N] classes. See SWITCH.
# NO Disables all multi-classing, allowing users to pick from
# any of the player-selectable classes, but not to change.
# NO-BASE Disables all multi-classing, allowing users to pick from
# any of the base classes, but not to change.
# NO-SUBONLY Disables all multi-classing, allowing users to pick from
# any of the sub classes, but none of the base classes.
# NO-[X] Specify a one and only class that players must take and
# keep. Where [X] is a CLASS ID or name. Kinda like APP-*
# NO-GRP-[X] Specify a one and only class group that players may pick
# from and stick with. Where [X] is a BASE CLASS ID or name.
# MULTI Allows the player to select from any of the user-selectable
# classes, and then to take levels in any other class at will.
# MULTI-[N] As Multi, but can only have max [N] classes. See SWITCH.
# APP-SUB All players start as Apprentice, thereafter same as
# the SUB option above.
# APP-NO All players start as Apprentice, and are allowed to change
# to any other class exactly once, and are stuck thereafter.
# APP-MULTI All players start as Apprentice, thereafter same as
# the MULTI option above.
# DISABLED Disables the class system altogether. This is the same as
# including CLASSES in the DISABLE flag.
# ,GAIN=[N] Define the cost of gaining a new class, [N] Training Sess
# ,SWITCH=[N]Define the cost of switching to a prev class, [N] Train Pts
# The default is SUB. Default GAIN is 1, and default SWITCH is 1.
CLASSSYSTEM=SUB
# The FACTIONS string is a semicolon delimited list of paths
# to one or more faction INI files to preload. Preloading a
# faction is required if automated assignment of faction values
# is required by that faction. Note that subdirectories are
# allowed, but use '/' instead of '\' Default is "alignment.ini"
FACTIONS=alignment.ini
# If the INTRODUCTIONSYSTEM flag is set to YES, will allow players to
# see each other only by their race, until such time as they say
# their own names outloud -- in effect "introducing" themselves.
INTRODUCTIONSYSTEM=NO
# The LASTPLAYERLEVEL setting is the maximum level that a player can
# gain via mundane experience gain. Beyond this level, the player
# must gain via Archon magic items, or the Archon modify command.
# Note, however, that this level setting is arbitrary. Any value
# from 1 to 2147483647 are acceptable last levels.
# Default is 91
LASTPLAYERLEVEL=91
# The STARTHP setting is the default starting hit points for all players.
# You can also add a comma, and an addendum to every classes hit point formula.
# Default is 20.
STARTHP=20
# The STARTMANA setting is the default starting mana for all players.
# You can also add a comma, and an addendum to every classes mana formula.
# Default is 100.
STARTMANA=100
# The STARTMOVE setting is the default starting movement for all players.
# You can also add a comma, and an addendum to every classes move formula.
# Default is 100.
STARTMOVE=100
# The BONUSACT setting is the default bonus action multiplier for speed
# gained by npcs or by pcs through skills/spells
BONUSACT=1.0
# The COMMAND TIMES are default values to use for the number
# of actions required to use the typical non-instant command. DEFCMDTIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMCMDTIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of command IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining commands. Default is 0.20 and 1.0
# Example: DEFCMDTIME=Score 1.0, East 0.5, 0.15
DEFCMDTIME=0.20
DEFCOMCMDTIME=1.0
# AWARERANGE determines whether the auto-mapping system is enabled. If this
# value is greater than 0, it represents the size of the map shown.
# Default is 0.
AWARERANGE=0
# EQVIEW determines how players equipment is seen by themselves and others.
# DEFAULT Equipment is listed by wear location for all involved.
# MIXED Equipment is listed by wear location for yourself, and seen
# in paragraph form by others.
# PARAGRAPH Equipment is always seen in paragraph form.
EQVIEW=DEFAULT
# EXVIEW determines how exits are seen by users
# DEFAULT Exits are seen as a list of exit names and room titles, unless BRIEF on
# BRIEF Exits are seen simply as a list of directions, unless EXAMINE is used.
# PARAGRAPH Exits are seen in paragraph form in the room description only.
# MIXED Exits are seen in paragraph form in the room description and as BRIEF.
EXVIEW=DEFAULT
# The FOLLOWLEVELDIFF allows you to set a level range limit
# for player followers. A value of 0 disables the limit.
FOLLOWLEVELDIFF=0
# The MAXSTATS value is the maximum total to which all
# new character statistics (strength, intelligence, wisdom...)
# will total when added together. The default is 70. This
# value is only relevant when STARTSTAT<=0
MAXSTATS=70
# The BASEMINSTAT value is the base minimum value for all
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race and through training or random
# rolls when a character is created. The default is 3.
BASEMINSTAT=3
# The BASEMAXSTAT value is the base maximum value for all
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race. The default is 18.
BASEMAXSTAT=18
# The STATCOSTS is a comma-separated list of conditions and points which
# together describe how many training sessions it costs to raise a primary
# stat (str, int, dex, etc) with the Train command. The condition must
# start with a comparison on the current stat of the player, such as
# <18, <=23, <25, <99 etc. This is followed by a space and the amount of
# the cost to raise the stat to the next point, optionally followed by the
# type of cost (TRAIN, PRACTICE, MANA, MOVEMENT, HITPOINT, XP, GOLD, QP,
# a [DENOMINATION] or [CURRENCY]). TRAINS are otherwise implies.
# Example: <18 1 GOLD, <22 2 MANA, <25 3 TRAIN, <99 5 "GOLD BIT"
# Default is <18 1, <22 2, <25 3, <99 5
STATCOSTS=<18 1, <22 2, <25 3, <99 5
# The STARTSTAT value is the starting value for all player
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race.
# If this is 0 the system will allow the starting stats to be
# rolled randomly during character creation, with MAXSTATS as
# a maximum total.
# If this is -1 the system will start all player stats at BASEMINSTAT
# and allow the player to spend MAXSTATS - 18 points in any
# way they like, though no stat can be spent above BASEMAXSTAT.
# Default is 0.
STARTSTAT=0
# The STARTINGITEMS list is a comma-delimited list of item IDs
# or Names. These can be either standard item IDs, or an item
# from the global Item catalog. To give more than one of an item,
# it should be prefixed with a number. These are items given
# to all new characters created. To give no items, use ",".
# An Item list can be prefixed with a race to distinguish.
# Example: 13 Shield, 5 ShortSword, Pixie, 1 Apple, 1 Waterskin
# Default: 1 Ration, 1 Waterskin, 1 Torch
STARTINGITEMS=1 Ration, 1 Waterskin, 1 Torch, Pixie, 1 Apple, 1 Waterskin, 1 Torch,\
Mindflayer, 1 Waterskin, 1 Torch
# The CHARCREATIONSCRIPTS value is a comma-delimited list of
# Scriptable files/scripts that will be executed during player
# creation to allow you to get more information from the user
# and do something with it. Each file/script listed here may
# be optionally preceded by a code and an colon to tell
# the system after which step to execute the script. Codes:
# PASSWORD, EMAIL, ANSI, THEME, RACE, GENDER, STATS, CLASS,
# FACTIONS, END (default)
# Only the ONCE_PROG will be executed. See Scriptable Guide.
# Default value is empty.
# Ex: CHARCREATIONSCRIPTS=FACTIONS:LOAD=progs/chardesc.script
CHARCREATIONSCRIPTS=
# The DEITYPOLICY describes how players interact with any
# deities in your game. It is a space delimited list of
# key=value pairs describing the policy of your game. Keys
# include:
# REQUIREDMASK="<zappermask>" - a zappermask describing what
# kinds of players are required to select a deity during
# character creation.
# NOREBUKE=TRUE - restrict a player from rebuking a deity
# NOCONVERT=TRUE - restrict a player from converting another
# player who already has a deity.
# DEITYMASK - if REQUIREDMASK is set, this zapper mask will
# describe which deities can/can't be chosen from during
# char creation.
# Default value is empty, which means no required deities,
# and free conversion and rebuking for all.
# Ex: DEITYPOLICY= REQUIREDMASK="-BASECLASS +CLERIC"
DEITYPOLICY=
# The MAXITEMSHOWN tells the system how many different items
# to show, when listing items using the normal LOOK command,
# before it will begin to simply summarize the remainder.
# The LONGLOOK (EXAMINE) command will always show all items,
# and a value of 0 will disable this feature. The default
# value is 5.
MAXITEMSHOWN=5
# The MAXITEMSWORN tells the system the maximum number of items
# that can be directly worn, even if the mob has enough wear
# locations to accommodate more items. A value of 0 disables.
# The default value is 0
MAXITEMSWORN=0
# The MAXWEARPERLOC tells the system the maximum number of wear
# locations that a player can have per body part type, even if they
# have enough copies of a particular body part to wear more. This
# number also caps the "Floating Nearby" location. A value of 0
# disables the cap entirely.
# The default value is 6
MAXWEARPERLOC=6
# The DEFAULTPLAYERFLAGS is a comma-delimited list of player
# flags to turn on by default when a player is first created,
# or for the time before they log in. Options include:
# AUTOGOLD, AUTOLOOT, AUTOEXITS, AUTOASSIST, ANSI COLOR, SYSMSGS,
# AUTOMELEE, PLAYERKILL, BRIEF, NOFOLLOW, AUTOWEATHER, AUTODRAW,
# AUTOGUARD, SOUNDS, AUTOIMPROVEMENT, NOTEACH, AUTONOTIFY,
# AUTOFORWARD, MOTD, QUIET, MXP, COMPRESSED, AUTORUN
# Default is empty.
DEFAULTPLAYERFLAGS=
# The RECOVERRATE is the number of 5-ticks between natural state
# recovery (hp/mana/move). Default is 1.
RECOVERRATE=1
# The REMORTMASK is a zappermask to describe what sort of player
# can use the REMORT command. (See archon help on ZAPPERMASKS)
# Default is -LEVEL +>60
REMORTMASK=-LEVEL +>60
# The REMORTRETAIN is a comma-delimited list of things that a player
# retains when they remort. These are typically personal stats that
# cannot be retained otherwise. Things like bank accounts and other
# property, since they can be easily transferred, are always retained.
# Each entry can be prefixed (or suffixed) with a percentage amount
# to keep.
#
# Values include:
# HITPOINTS, MANA, MOVES, FACTIONS, LEVELS, ATTACK, QUESTPOINT
# DAMAGE, SKILLS, SKILLSAT100, DEFENSE, EXPERTISES, BONUSSTATPOINTS,
#
# SPECIAL values include:
# RACE to retain the existing race
# GENDER to retain the existing gender
# CHARCLASS to retain the existing character class
# STATS to retain the existing character stats
# WARRANTS to retain legal warrants
# VISITATION to retain room visitation records
#
# Default is 100% FACTIONS, 100% QUESTPOINT
REMORTRETAIN=100% FACTIONS, 100% QUESTPOINT, RACE, GENDER
# The RACEMIXING string allows you to override the default behavior
# of the system whereby, when two different races mate through
# magical help, a new GenRace is generated that is a mix of their
# attributes. This entry may be blank to use the default system,
# FATHER to always use the fathers race, MOTHER to always use
# the mothers race, or a series of comma-delimited entries like
# RACE1+RACE2=RACE3 to specify that the mixing of two particular
# races will always generate a specific third race. Races can
# be prefixed by MOTHER or FATHER to narrow mixing options, and
# multiple resulting races (RACE3) can be separated by |. The
# resulting race can also be MOTHER, FATHER, or PARENT also.
# Example: Orc+Human=Gnome,MOTHER Elf+Human=HalfElf|Elf
# Default is blank.
RACEMIXING=
# HUNGER allows one to tweak the game hunger system. This
# is a comma-delimited list of 3 numbers. The first number is
# the base maximum amount of food that a base stomach can hold
# (it is adjusted by size/weight). The second number is a pct
# to change the base amounts consumed. The third number is a pct
# to change the base amounts lost through exercise.
# Default is 500,100,100
HUNGER=500,100,100
# THIRST allows one to tweak the game thirst system. This
# is a comma-delimited list of 3 numbers. The first number is
# the base maximum amount of drink that a base stomach can hold
# (it is adjusted by size/weight). The second number is a pct
# to change the base amounts drank. The third number is a pct
# to change the base amounts lost through exercise.
# Default is 1000,100,100
THIRST=1000,100,100
# EXPDEFER determines whether a player receives earned experience right away,
# or whether it is deferred until later. The normal state is that experience
# is awarded the moment it is earned, where it is earned. However, this
# field lets you defer the awarding of earned experience until an event or
# action is taken.
# If the value is empty, the normal state holds.
# To defer experience awarding, begin with entering the number of mud-hours
# reflecting the frequency that such experience is awarded, followed
# by a space and a percentage of xp to allow to be deferred, followed
# by a space and COMMAND(ARGUMENT STRING) , followed by a space and a
# zappermask. This will cause xp that is earned to be deferred until
# entering the given command and given optional argument. If the command
# name begins with $ then the base command is still executed after the xp
# is dispersed. A wildcard * may be used in the argument.
# The optional Zappermask then describes who must be in the same room;
# see AHELP ZAPPERMASK for more info. Unlike most static zappermasks,
# this one may contain variables from the player enclosed in braces {},
# such as {RACE} {CHARCLASS} {LEVEL}, etc. See also DISABLE SHOWXP.
# Example: 6 200% SAY(Give me XP!) -EFFECTS +MOBTeacher -ANYCLASS +{CHARCLASS}
# An empty value (default) is normal
EXPDEFER=
# RPAWARDS determines the amount (or %) of xp/level which can be earned
# by doing role playing type actions and a space followed by the minimum
# seconds between each award, followed by a comma-delimited
# list of actions which may earn a player role playing xp and the nominal
# amount to award. The actions include:
# INTRODUCE-PC : introduce yourself to a player
# INTRODUCE-NPC: introduce yourself to an npc
# SAY-PC: Say, Say-To, whisper, or yell to a player
# SAY-NPC: Say, Say-To, whisper, or yell to an npc
# SOCIAL-PC: Target a social at a player
# SOCIAL-NPC: Target a social at an npc
# SOCIAL-OTH: Target a social at a room or oneself
# EMOTE-PC: Use of the EMOTE command with a player in the room
# EMOTE-NPC: Use of the EMOTE command with only npcs in the room
# EMOTE-OTHER: Use of the EMOTE command when you are by yourself
# CHANNEL: Use of a communication channel except CHANNEL-NAMED
# CHANNEL-NAMED(NAME1,NAME2,NAME3): Use of named communication channels **
# GOAFK: the player goes AFK
#
# * NO RXP is earned while Fatigued, Hungry or Thirsty.
# ** There must be no spaces between CHANN.. and the final )
# Example:
# RPAWARDS=25% 8, INTRODUCE-PC 20, INTRODUCE-NPC 5, SAY-PC 5, SAY-NPC 1, SOCIAL-PC 10, \
# SOCIAL-NPC 1, SOCIAL-OTH 1, EMOTE-PC 5, EMOTE-NPC 1, EMOTE-OTH 1, GOAFK -25, \
# CHANNEL-NAMED(GOSSIP,CHAT) -10
# Default is empty (role playing xp is disabled)
RPAWARDS=
# LOGOUTMASK is an optional zappermask that the player must match in order
# to logout of the game, quit, or switch to another account character.
# Dropping the connection in the wrong state will keep the vulnerable player
# in game. See AHELP ZAPPERMASK for more information on mask syntax. This
# mask can OPTIONALLY be prefixed with a number of ticks to remain online
# after connection is lost.
# Example:
# LOGOUTMASK=-LOCATION +OWNED +CLANOWNED +PRIV +ROOMSTR(Inn) +ROOMSTR(Hotel)
LOGOUTMASK=
# TRAINCOSTS is a comma delimited list of player attributes that can be
# raised using the Train command, each followed by the number of points
# gained and finally the cost as a number and the word TRAIN, PRACTICE,
# XP, or GOLD (or a currency). The attributes are: HITPOINTS,
# MANA, MOVES, PRACTICES, TRAINS.
# Example: HITPOINTS 10 1 GOLD, MANA 20 3 PRACTICE
# Defaults: HITPOINTS 10 1 TRAIN, MANA 20 1 TRAIN, MOVES 20 1 TRAIN,
# TRAINS 1 7 PRACTICE, PRACTICES 5 1 TRAIN
TRAINCOSTS=HITPOINTS 10 1 TRAIN, MANA 20 1 TRAIN, MOVES 20 1 TRAIN, GAIN 1 7 PRACTICE,\
PRACTICES 5 1 TRAIN
# PRIDECATS is a comma separated list of categories to record pride/top
# player stats for. Use this sparingly, especially if a category has
# a whole lot of entries in it! The list can include things
# like: CLASS, RACE, BASECLASS, RACECAT, LEVEL, GENDER, LEVEL-X (every X levels).
# Default is NONE
PRIDECATS=
# PRIDECOUNT is the maximum number of names to list for each top
# player/account list maintained by the system.
# Default is 10
PRIDECOUNT=10
######################################################################
# Ability/Skill related configuration variables
######################################################################
# The MANACONSUMETIME and MANACONSUMEAMT allows you to set
# a rate in ticks at which temporary spell affects
# consume mana automatically.
# An amount of mana determined by [MANACONSUMEAMT]
# is consumed every [MANACONSUMETIME] ticks for each
# spell affect.
# A good value for MANACONSUMETIME would be 10 (10 ticks).
# MANACONSUMEAMT is an amount of mana, but can also be
# set to LEVEL for player level, or SPELLLEVEL for spell level.
# A value of 0 for MANACONSUMETIME disables this feature.
# Default is 0 (disabled) for both.
MANACONSUMETIME=0
MANACONSUMEAMT=0
# The EFFECTCAP is the maximum number of uninvokable effects that
# can be normally invoked upon a character. This is enforced at
# invocation time, where a potential effect over the cap will
# cause a random other effect to be uninvoked. A value of 0
# disabled the cap, and 0 is the default.
# Example:
# EFFECTCAP=0
EFFECTCAP=0
# The MANACOST value determines the maximum amount of mana/move consumed
# by all skills/spells which do not override their own mana/move costs.
# An ordinary value applies to all skills.
# You may also include a comma delimited list of spell/skill IDs, each
# followed by a space and their specific values as exceptions. Each value
# can be one of the following:
# - A positive number, adjusted downward as level increases
# - A negative number, which will be the same as 50 + (number * lowest qual level)
# which is also adjusted downward as level increases.
# - A math formula, where @x1=lowest qual level of the skill, @x2=mob level,
# @x3=minimum mana cost, @x4=adjusted mob skill level, @x5=# levels above qual
# Example: MANACOST=-3, Spell_Shield @x2*3, Skill_Recall 10
# Default is: -1, Skill_Recall 25
MANACOST=-1, Skill_Recall 25
# MANACOMPOUND is an optional system to increase the amount of
# mana/move/whatever used whenever a skill is used again within
# a particular number of ticks, or negate its use entirely.
# This system is meant to encourage more variety in skill rotations.
# The format is a comma-delimited list of entries, where each
# entry is the number of ticks followed by a space and a
# percentage of cost to increase, absolute amount of the cost to increase,
# or -1 to negate the use entirely. Each entry can also optionally
# end with the word MOBMASK= followed by a zapper mask to whom the rule
# applies, and/or ABILITYMASK= followed by a zapper mask to designate
# which rules apply to which skills. Entries without masks apply to
# everyone and all unmatched abilities.
# Example: MANACOMPOUND=5 5%, 0 0 ABILITYMASK=-JAVACLASS +Alchemy
# Example: MANACOMPOUND=3 25%
MANACOMPOUND=
# The MANAMINCOST value is the minimum amount of mana/move consumed
# by a skill or spell which does not override its own mana/move
# costs. A value of -1 will use a players lowest qualifying level
# for the skill/spell, or the value of 5, whichever is greater.
# You may also include a comma delimited list of spell/skill IDs
# followed by their specific minimum values for exceptions.
# Example: MANAMINCOST=Spell_Shield 10, Skill_Recall 5, -1
# The default is -1, 10.
MANAMINCOST=-1, 10
# The PRACMAXPCT is the maximum percentage of skill proficiency that
# can be practiced using practice points. Default is 75.
PRACMAXPCT=75
# ABILITY COSTS are three fields which define the number of
# trains, xp, money, and/or practices required to gain an ability by
# default. Common skills and Languages are considered different
# from other skills, and are thus listed separately. The format is
# a number followed by either the word TRAIN, PRACTICE, XP, or GOLD
# (or a currency). Use @x1 to refer to the level of the skill
# or @x2 to refer to the level of the player. This can include a
# comma-delimited list of overrides, prefixed with the ID of the skill.
# Example: SKILLCOST=1 TRAIN, Spell_Sleep 50*@x1 GOLD
# The defaults: 1 TRAIN for SKILLCOST, 3 PRACTICES for LANGCOST.
# and 1 TRAIN for COMMONCOST.
COMMONCOST=1 TRAIN
SKILLCOST=1 TRAIN, Skill_WildernessLore 1 PRACTICE, PlayInstrument 3 PRACTICE
LANGCOST=3 PRACTICE
# WALKCOST AND RUNCOST are the two fields which define the number of
# movement points required to traverse one room.
WALKCOST=1
RUNCOST=2
# MAX ABILITIES are some default limits on the number of skills
# of various types that can be trained or gained by players.
# These only apply when the skills are qualified for by ALL classes,
# and are not specific class skills. Artisans, for example,
# override all common skill limits for this reason.
# A value of 0 removes all limits. Defaults are 0 for common skills,
# 2 for crafting skills, 5 for non-crafting skills, and 3 for langs.
MAXCOMMONSKILLS=0
MAXCRAFTINGSKILLS=2
MAXNONCRAFTINGSKILLS=5
MAXLANGUAGES=3
# The ABILITY TIMES are default values to use for the number
# of actions required to cast a spell or use a skill. DEFABLETIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMABLETIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of Skill IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining commands.
# Example Skill_Recall 2.0, Spell_Fireball 1.0, 0.23
# Default is 0.10 and 1.0
DEFABLETIME=0.10
DEFCOMABLETIME=1.0
# The SOCIAL TIMES are default values to use for the number
# of actions required to perform a social. DEFSOCTIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMSOCTIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of Social IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining socials.
# Example Bathe 2.0, Smile 1.0, 0.23
# Default is 0.10 and 1.0
DEFSOCTIME=0.10
DEFCOMSOCTIME=1.0
# The DEFAULTABILITYARGS are default values to use when properties or skills that
# otherwise do not have arguments are instantiated. This is especially useful
# for diseases and other effects generated entirely in code and outside of
# a builders control. This won't work if something immediately changes
# the arguments to something else.
# This is a comma-delimited set of KEY=VALUE pairs, where the KEY is a valid
# Ability ID, and the VALUE is the arguments. Any argument commas need
# to be escaped, e.g. \,.
# Example: Disease_Vampirism=NOSWIM=false,Prop_Adjuster=ATTACK+10
# Default is nothing
DEFAULTABILITYARGS=
# NEWACODES is a comma delimited list of ability types/codes to add
# to the official list. The format is NEW_ACODE, NEW_ACODE2,...
NEWACODES=
# NEWDOMAINS is a comma delimited list of ability domain names to add
# to the official list of domains. The format is NEW_DOMAIN=Verb, where
# the Verb is a present active form of the domain, and the domain name
# may not contain spaces.
# Example: TROLL_SKILLS=Trolling, EVILNESS=Evil-Making
NEWDOMAINS=
######################################################################
# Start, Death, and Morgue Room Configuration
######################################################################
# The START string is the room ID that new players appear at:
# This is the simplest form. You may include other entries
# to specify specific start rooms for racial categories or races
# (START_ELF, START_HUMAN, etc..). You may also create entries for
# alignment, deity, class, or faction (START_FIGHTER, START_GOOD..),
# or even level (START_1, ...).
# You can also use START_MASK to tie a start room to a mask by
# setting the key equal to room id followed by an equal sign,
# then a mask (see ahelp ZAPPERMASK).
# Example: START_FIGHTER=FighterSchool#10
START=New Area#0
# The DEATH string is the room ID that new players appear at
# when they die. This is the simplest form, where the death
# room is made the same as the start room. You may include
# other entries to specify specific death rooms for racial
# categories or races (DEATH_ELF, DEATH_HUMAN, etc..). You may also use
# alignment, deity, class, or faction (DEATH_GOOD, DEATH_FIGHTER, etc..),
# or even level (DEATH_13, ...).
# You can also use DEATH_MASK to tie a death room to a mask by
# setting the key equal to room id followed by an equal sign,
# then a mask (see ahelp ZAPPERMASK).
# Default is START, which brings the user back to their recall room.
# Use MORGUE to bring the user back to where their body is.
# Use HERE to make the user remain where they died (not recommended).
# Example: DEATH_GOOD=Heaven#10
DEATH=START