#W# Initial Commit: Avatars Conquest
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205
Scripts/Settings.cs
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205
Scripts/Settings.cs
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using System;
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using Server;
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namespace Server.Misc
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{
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class Settings
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{
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public static string ServerName()
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{
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// What is the name of your server?
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return "Britain Knights";
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}
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public static string PublicIP()
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{
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// The site that returns your public IP address
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// You want a page that just returns a plain white page with only the IP address
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return "http://icanhazip.com/";
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}
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public static bool DetectPublicIP()
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{
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// The server may try to detect your public IP address.
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// The console will show if it is trying to obtain one.
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// If you don't see a console message stating it is trying to find one, set this to true to force it if you want to run a public server.
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return true;
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}
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public static bool LogoutSave()
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{
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// This will save your world when your character logs out.
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// It is highly encouraged to set this to 'false' if you are running a multiplayer server.
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return true;
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}
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public static int StartGold()
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{
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// How much gold do players start with? Default 100.
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return 100;
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}
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public static int GoldCutRate() // DEFAULT IS 25% OF WHAT GOLD NORMALLY DROPS
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{
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// THIS AFFECTS MONEY ELEMENTS SUCH AS...
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// MONSTER GOLD
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// CHEST GOLD
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// QUEST REWARD GOLD
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return 25;
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}
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public static double SaveInterval()
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{
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// How many minutes does your server save its information?
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return 30.0;
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}
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public static bool CastSpellsHoldingThings()
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{
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// If true, then players can cast spells while holding items.
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return false;
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}
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public static bool CannotDrinkPotionsWhileHoldingThings()
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{
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// If true, then players can drink potions while holding items.
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return false;
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}
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public static bool CanStealWhileHoldingThings()
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{
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// If true, then players will not be blocked from stealing while holding items.
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return false;
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}
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public static bool MonstersConcentrate()
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{
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// If true, then monsters that have the Concentration skill will use it when casting spells.
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return true;
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}
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public static bool MonstersSurprise()
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{
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// If true, then monsters will not be seen until they are in line of sight of the character in dungeons or graveyards.
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return true;
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}
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public static bool MonstersSearch()
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{
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// If true, then all monsters will have some searching skill based on their level, allowing them to search for hidden creatures/players.
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return true;
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}
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public static bool AllowMacroing()
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{
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// Some skills can be macroed to have unattended gains by players. Setting this to false will mitigate that.
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return false;
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}
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public static int MaxAccountsPerIP()
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{
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// How many accounts can a player have per IP address?
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return 100;
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}
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public static bool AutoAccountCreation()
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{
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// Do you want players to have their accounts automatically created?
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// If so...their account will be created based on the username and password they enter.
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// Setting this to false will rely on your to create accounts for them.
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return true;
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}
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public static bool RestrictDeletion()
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{
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// If true, then players cannot delete a character until it is past the DeleteDelay() time frame, which is set below this setting.
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return false;
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}
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public static double DeleteDelay()
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{
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// If the RestrictDeletion() is set to true, this is the number of days a character must be before they can be deleted.
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return 7.0;
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}
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public static double BoatDelete()
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{
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// How many days before an unattended boat sinks into the sea. This timer resets when players use the boat.
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return 30.0;
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}
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public static bool HouseTimer()
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{
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// If set to true, houses will slowly deteriorate. The timer resets when a owner visits it again.
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return false;
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}
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public static double HouseDelete()
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{
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// How many days before a house starts to deteriorate. If the above setting is false, this setting has no effect. The timer resets when a owner visits it again.
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return 5.0;
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}
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public static int HousesPerAccount()
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{
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// How many houses can an account build. The original game is "1" but this game's default is "5".
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return 5;
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}
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public static bool DisplayInfo()
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{
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// If set to true, armor and weapons will display much more statistical information as opposed to only the vague information that the classic game had.
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return true;
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}
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public static bool PopulateTowns()
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{
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// If set to true, some random characters and ships will appear in your towns to make them feel more active.
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return true;
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}
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public static bool PigmentLeather()
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{
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// If set to true, players can use the pigment tubs to dye leather armor.
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return true;
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}
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public static bool PigmentMetal()
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{
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// If set to true, players can use the pigment tubs to dye metal armor.
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return true;
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}
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public static bool PigmentWood()
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{
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// If set to true, players can use the pigment tubs to dye wooden armor.
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return true;
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}
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public static double HitPoints()
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{
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// This value modifies a player character hit points, as well as the effectiveness of healing potions and spells.
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// This value should be no lower than 1.0, as that is standard hit points for a massively multiplayer environment.
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// The default is 2.0, which is a decent value for a single player experience.
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return 2.0;
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}
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public static int MonsterSpawn()
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{
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// This is the minimum amount of minutes between monsters spawns in dungeons mostly.
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// Tweak this setting based on how busy your game world is and the amount of players.
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// The maximum amount of time will be 30 minutes beyond the minimum.
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return 60;
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}
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public static int BossSpawn()
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{
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// This is the minimum amount of minutes between bosses spawns in dungeons mostly.
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// Bosses are generally the strongest monster(s) in the particular area.
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// Tweak this setting based on how busy your game world is and the amount of players.
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// The maximum amount of time will be 30 minutes beyond the minimum.
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return 90;
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}
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}
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}
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