AvatarsConquest/Scripts/Settings.cs

206 lines
6 KiB
C#

using System;
using Server;
namespace Server.Misc
{
class Settings
{
public static string ServerName()
{
// What is the name of your server?
return "Avatars Conquest";
}
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;
}
}
}