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