using System; using Server.Misc; using Server.Mobiles; namespace Server { class ValidSettings { // This file enforces some cap limites for some settings in Settings.cs public static double ServerSaveMinutes() { if (Settings.S_ServerSaveMinutes > 240) { Settings.S_ServerSaveMinutes = 240.0; } else if ( Settings.S_ServerSaveMinutes < 5 ) { Settings.S_ServerSaveMinutes = 5.0; } return Settings.S_ServerSaveMinutes; } public static double DeleteDaysDelay() { if (Settings.S_DeleteDaysDelay > 14) { Settings.S_DeleteDaysDelay = 14; } else if ( Settings.S_DeleteDaysDelay < 1 ) { Settings.S_DeleteDaysDelay = 1; } return Settings.S_DeleteDaysDelay; } public static double CorpseDecay() { if ( Settings.S_CorpseDecay < 1 ) { Settings.S_CorpseDecay = 0; } return (double)Settings.S_CorpseDecay; } public static double BoneDecay() { if ( Settings.S_BoneDecay < 1 ) { Settings.S_BoneDecay = 0; } return (double)Settings.S_BoneDecay; } public static double StatGain() { if ( Settings.S_StatGain > 50 ) { Settings.S_StatGain = 50.0; } else if ( Settings.S_StatGain < 10 ) { Settings.S_StatGain = 10.0; } return Settings.S_StatGain; } public static TimeSpan StatGainDelay() { if ( Settings.S_StatGainDelay > 60 ) { Settings.S_StatGainDelay = 60.0; } else if ( Settings.S_StatGainDelay < 5 ) { Settings.S_StatGainDelay = 5.0; } return TimeSpan.FromMinutes( Settings.S_StatGainDelay ); } public static double SkillGain() { int skill = 0; if ( Settings.S_SkillGain > 10 ) skill = 10; if ( Settings.S_SkillGain < 1 ) skill = 0; return skill * 0.1; } public static int StartingGold() { int min = Settings.S_MinGold; int max = Settings.S_MaxGold; if ( min > max ) min = max; int gold = Utility.RandomMinMax(min, max); if ( gold < 0 ) gold = 0; if ( gold > 10000 ) gold = 10000; return gold; } public static double FarmSpawnTimer() { if ( Settings.S_FarmSpawnTimer < 1.0 ) { Settings.S_FarmSpawnTimer = 1.0; } return Settings.S_FarmSpawnTimer; } public static int HarvestRange() { if ( Settings.S_HarvestRange > 3 ) { Settings.S_HarvestRange = 3; } else if ( Settings.S_HarvestRange < 1 ) { Settings.S_HarvestRange = 1; } return Settings.S_HarvestRange; } public static int HousesPerAccount() { if ( Settings.S_HousesPerAccount == 0 ) { Settings.S_HousesPerAccount = 1; } else if ( Settings.S_HousesPerAccount < 0 ) { Settings.S_HousesPerAccount = -1; } return Settings.S_HousesPerAccount; } } }