//****************************************************************************
// Copyright 2018 SphereServer development team
// Licensed under the Apache License, Version 2.0 (the "License").
// You may not use this file except in compliance with the License.
// You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0
//****************************************************************************
///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////
[SPHERE]
AGREE=1
// Name of your Sphere shard
ServName=Monstro
// The IP of your server, this will be 127.0.0.1 almost always
ServIP=127.0.0.1
// The port of your server, this is 2593 by default
ServPort=2593
// Admin's contact email
AdminEmail=me@my.email.com
// Web page for this server
URL=www.myshard.com
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=-3
// Official staff language
Lang=English
// Start this as a system service on Win2000, XP, NT
NTService=0
// MySQL configuration
//MySQL=0
//MySQLHost=
//MySQLUser=
//MySQLPassword=
//MySQLDatabase=
///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=D:\UO\SPHERE\scripts\
// Where your sphereworld.scp and spherechars.scp are located
WorldSave=D:\UO\SPHERE\save\
// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=D:\UO\SPHERE\accounts\
// UO INSTALLATION - Note that if it's not set ( or commented ), sphere will scan windows registry to auto-detect it.
// If windows can't find the dir, then it must point to install's directory.
//
// For Old installations (client less than 7.0.20) this need: map0.mul, statics0.mul,
// staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
// maps support (Malas, etc).
//
// For newer installs this need the same files in .uop format
//
// A full install folder is recommended as required files may change over time.
MulFiles=D:\UO\Electronic Arts\Ultima Online Classic\
// Where your log files will be saved by sphere
Log=D:\UO\SPHERE\logs\
// ***WARNING***
// These Map settings are required for a map to be enabled as of revision 1834.
// MAP0 is automatically loaded even if not present here as of revision 1836.
// Disabling one of theses map settings on a live shard will cause it to wipe that map from the saves.
// Remember to comment/uncomment associated sphere_mapX and .scp and sphere_map_pointsX.scp in spheretables.scp
//MapX=MaxX,MaxY,SectorSize,MapReadID,MapSendID
//MapX = Sets X to the given number, so .map X will send work over these settings
//MaxX = Sets Maximum X value for this map's size. Same for MaxY.
//SectorSize = Sets the size of sectors, in each server's tick all sectors for all maps are read in a loop, this should be taken in consideration for performance along with SectorSleep.
//MapReadID = Sets the mapX file to read from muls folder (This means which file will server read for walkchecks).
//MapSendID = Sets the mapX file to read for the client (this can be different than MapReadID but, obviously, not recomended for normal usage).
// Map of Felucca
//Map0=6144,4096,-1,0,0 //Old size
Map0=7168,4096,-1,0,0 //ML size
// Map of Trammel
//Map1=6144,4096,-1,1,1 //Old size
Map1=7168,4096,-1,1,1 //ML size
// Map of Ilshenar
Map2=2304,1600,-1,2,2
// Map of Malas
Map3=2560,2048,-1,3,3
// Map of Tokuno Islands
Map4=1448,1448,-1,4,4
// Map of Ter Mur
Map5=1280,4096,-1,5,5
// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1. Note: these files were removed on clients 6+.
UseMapDiffs=0
///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=20
// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=10
// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0
// If EF_DYNAMICBACKSAVE is set. How many sectors should be saved per Backgroundsave-Tick?
SaveSectorsPerTick=1
// If EF_DYNAMICBACKSAVE is set:
// How many items should the dynamic backsave save at max per Backgroundsave-Tick?
SaveStepMaxComplexity=500
// Save NPC's skills that are bigger or equal to NPCSkillSave. If smaller, reset skill to 0
// NPCSkillSave=10
///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
// 0=Closed, // Closed. Not accepting more.
// 2=Free, // Anyone can just log in and create a full account.
// 3=GuestAuto, // You get to be a guest and are automatically sent email with u're new password.
// 4=GuestTrial, // You get to be a guest til u're accepted for full by an Admin.
// 6=Unspecified, // Not specified.
// To enable auto account you must set this to 2
AccApp=2
// Store password hashed with MD5
Md5Passwords=0
// local ip is assumed to be the admin
LocalIPAdmin=1
// Default number of chars allowed per account (maximum value is 7)
MaxCharsPerAccount=3
// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=7*24*60*60
// Max number of Guest accounts allowed
GuestsMax=2
// Max wrong password tries on client login screen before temporary ban client IP (0 is disabled)
ClientLoginMaxTries=5
// Duration (in minutes) of temporary ban to client IPs that reach max wrong password tries
ClientLoginTempBan=3
///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
//ClientVersion=2.0.3
// Set this to 1 to allow login to encrypted clients
UseCrypt=1
// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=1
// Maximum total open connections to server
ClientMax=256
// Maximum open connections to server per IP
ClientMaxIP=16
// Maximum total (not-in-game) connections to server
ConnectingMax=32
// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=8
// How long logged out clients linger in seconds
ClientLinger=300
// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75
// Walk limiting code: regen speed (%)
WalkRegen=25
// Only commands issued by this plevel and higher will be logged
CommandLog=0
// Set to 1 to enable logging of commands issued via telnet
TelnetLog=1
// Prefix for ingame commands
CommandPrefix=.
// Set from 0 - 7 to set what the default plevel is to use commands.
DefaultCommandLevel=7
// Function to call if client is executing a command to override the default.
//CommandTrigger=f_oncommand
// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=0
// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=1
// Set account RESDISP automatically based on player client version
AutoResDisp=1
// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010
// How often send my hits updates to visible clients (in seconds)
//HitsUpdateRate=1
///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////
// Maximum distance to hear char whispering
// (-1 = never hear, 0 = hear if distance is <= listener's VisualRange)
//DistanceWhisper=3
// Maximum distance to hear char talking
// (-1 = never hear, 0 = hear if distance is <= listener's VisualRange)
//DistanceTalk=18
// Maximum distance to hear char yelling
// (-1 = never hear, 0 = hear if distance is <= listener's VisualRange)
//DistanceYell=31
// Do not allow entering under roof being on horse?
MountHeight=0
// Archery does not work if too close (0 = not checked)
ArcheryMinDist=2
// Maximum Distance for Archery
ArcheryMaxDist=15
// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=150
// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=50
// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=1
// Do houses generate keys automatically?
AutoHouseKeys=1
// Do ships generate keys automatically?
AutoShipKeys=1
// Are house and boat keys newbied automatically? (Requires AutoHouseKeys=1)
AutoNewbieKeys=1
// Max houses an account can have (default 1).
MaxHousesAccount = 1
// Max houses one player can have (default 1).
MaxHousesPlayer = 1
// Max ships an account can have (default 1).
MaxShipsAccount = 1
// Max ships one player can have (default 1).
MaxShipsPlayer = 1
// Max houses a guild can have (default 1).
MaxHousesGuild = 1
// Max ships a guild can have (default 1).
MaxShipsGuild = 1
// Maximum number of items inside a container. Default (and maximum): 255 (higher values are unsupported by the Classic Client
// and the older 2D client versions. The Enhanced Client supports a maximum af 125 items per container, so update this setting if you are going to use that client).
ContainerMaxItems=255
// Maximum number of items allowed in bank
// Setting it to anything less than 0 (-1) will avoid items check
BankMaxItems=1000
// Maximum weight in stones allowed in bank
// Setting it to anything less than 0 (-1) will avoid weight check
BankMaxWeight=1000
// If 1 vendors will take gold only from backpack
PayFromPackOnly=0
// Disable weather effects?
NoWeather=1
// Set to 1 for items to keep their attr_newbie flag
// when item is transfered to an NPC.
//AllowNewbTransfer=0
// Default light level in dungeons
DungeonLight=27
// Day light level 0-30
LightDay=0
// Night light level 0-30
LightNight=25
// Allow manual sector light override?
//AllowLightOverride=1
// Wool Regen Time (in minutes)
WoolGrowthTime=30
// Suppress player speech with 75% of capital letters
SuppressCapitals=0
// Extra combat flags to control the fight (default: 0)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // The first hit in a fight doesn't wait for the recoil time (like OSI) and the hit is landed only after the swing animation length (1.0 sec)
// COMBAT_ELEMENTAL_ENGINE 00008 // Use DAM*/RES* to split damage/resist into Physical/Fire/Cold/Poison/Energy (AOS) instead use old AR (pre-AOS)
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // Unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_ARCHERYCANMOVE 00100 // Allow firing bow while moving
// COMBAT_STAYINRANGE 00200 // Abort attack swing when out of range instead of waiting to come back in range
// COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_NOPOISONHIT 02000 // Disables old (55i like) poisoning style (0~100% chance based on Poisoning skill for monsters, or 50% chance for poisoned weapons)
// COMBAT_SLAYER 04000 // Enables Slayer damage PVM combat
// COMBAT_RECOIL_NORANGE 08000 // The hit can be started at any distance and regardless of the Line of Sight, then the damage will be dealt when in range and LoS
// COMBAT_ANIM_HIT_SMOOTH 010000 / The hit animation has the same duration as the swing delay, instead of having a fixed fast duration and being idle until the delay has expired.
// // WARNING: doesn't work with Gargoyles due to the new animation packet not accepting a custom animation duration!
// COMBAT_ARCHERYCANMOVE_SWING 020000
//CombatFlags=0
// If COMBAT_ARCHERYCANMOVE is not enabled, wait this much tenth of seconds (minimum=0) after the player
// stopped moving before starting a new attack
// (Values changed between expansions. SE:2~3 / AOS:5 / pre-AOS:10)
CombatArcheryMovementDelay=10
// Damage formula to use on physical combat
// 0 = Sphere custom
// 1 = pre-AOS
// 2 = AOS
CombatDamageEra=0
// Hit Chance formula to use on physical combat
// 0 = Sphere custom // Not compatible with Hit Chance Increase property
// 1 = pre-AOS // Not compatible with Hit Chance Increase property
// 2 = AOS
CombatHitChanceEra=0
// Swing Speed formula to use on physical combat
// 0 = Sphere custom // Recommended SpeedScaleFactor = 15000. Old Sphere 0.55 custom formula. Not compatible with Swing Speed Increase property, and uses DEX instead STAM
// 1 = pre-AOS // Recommended SpeedScaleFactor = 15000. Not compatible with Swing Speed Increase property
// 2 = AOS // Recommended SpeedScaleFactor = 40000
// 3 = SE // Recommended SpeedScaleFactor = 80000
// 4 = ML // Doesn't use SpeedScaleFactor. Only compatible with ML speed format (eg. 0.25 ~ 5.00 seconds instead 0 ~ 50), uncomment TAG.OVERRIDE.SPEED on all weapons to enable ML speed format
CombatSpeedEra=0
// Speed scale factor for weapons
SpeedScaleFactor=15000
// Parrying behaviour
// 01 = pre-SE parrying chance formula (not using the Bushido skill). Mutually exclusive with 02 flag.
// 02 = SE parrying chance formula (using also the Bushido skill). Mutually exclusive with 01 flag.
// 010 = can parry with a shield
// 020 = can parry with a one-handed weapon without a shield
// 040 = can parry with two handed weapons
// 080 = Shield Armour value will scale according to the character's skill, otherwise only a 7% of the ARMOUR value is used. Not compatible with Combat Elemental Engine Flag
CombatParryingEra=01|010
// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE 00001 // Not rotate player when casting/targeting
// MAGICF_PRECAST 00002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR 00004 // Magic damage ignore ar
// MAGICF_CANHARMSELF 00008 // Magic can do damage on self
// MAGICF_STACKSTATS 00010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST 00020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK 00040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS 00080 // Field spells cannot cross over blocking objects
// MAGICF_NOANIM 00100 // Auto SPELLFLAG_NO_ANIM in every spell
// MAGICF_OSIFORMULAS 00200 // Calculate spell damage and duration based on OSI formulas
// MAGICF_NOCASTFROZENHANDS 00400 // Can't cast spells if got paralyzed holding something on hands
// MAGICF_POLYMORPHSTATS 00800 // Polymorph spells give out stats based on base chars (old behaviour backwards)
// MAGICF_OVERRIDEFIELDS 01000 // Prevent cast multiple field spells on the same tile, making the new field tile remove the previous field
//MagicFlags=0
// Max amount of each Stat gained through Polymorph spell. This affects separatelly to each stat.
MaxPolyStats=150
// Racial traits flags
// RACIALF_HUMAN_STRONGBACK 0001 // Increase carrying capacity (+60 stones of weight)
// RACIALF_HUMAN_TOUGH 0002 // Regenerate hitpoints faster (+2 Hit Point Regeneration)
// RACIALF_HUMAN_WORKHORSE 0004 // Find more resources while gathering hides, ore and lumber
// RACIALF_HUMAN_JACKOFTRADES 0008 // Skill calculations always consider 20.0 minimum ability on untrained skills
// RACIALF_ELF_NIGHTSIGHT 0010 // Permanent night sight effect
// RACIALF_ELF_DIFFTRACK 0020 // Increase difficulty to be tracked while hidden/invisible
// RACIALF_ELF_WISDOM 0040 // Permanent max mana bonus (+20 Mana Increase)
// RACIALF_GARG_FLY 0080 // Enable gargoyle fly ability (FEATURE_AOS_UPDATE_B is required to enable gargoyle ability book)
// RACIALF_GARG_BERSERK 0100 // Increase ferocity in situations of danger (15% Damage Increase + 3% Spell Damage Increase for each 20hp lost)
// RACIALF_GARG_DEADLYAIM 0200 // Throwing calculations always consider 20.0 minimum ability when untrained
// RACIALF_GARG_MYSTICINSIGHT 0400 // Mysticism calculations always consider 30.0 minimum ability when untrained
RacialFlags=0
// Reveal flags related to Invisible Spell
// REVEALF_DETECTINGHIDDEN 001 // Reveal Spell with Detecting Hidden Skill.
// REVEALF_LOOTINGSELF 002 // Reveal when looting self bodies (NOTE: Hidden characters will be always revealed by default).
// REVEALF_LOOTINGOTHERS 004 // Reveal when looting bodies of other Players or NPCs (NOTE: Hidden characters will be always revealed by default).
// REVEALF_SPEAK 008 // Reveal when speaking.
// REVEALF_SPELLCAST 010 // Reveal when starting to cast a Spell.
// Set to 04 to make it behave like 55i.
RevealFlags=01|02|04|08|010
// Length of time (in seconds) for a char to remember his attacker (used for attacker keyword)
// Default = 300. (0 = don't forget until death.)
AttackerTimeout=300
// Length of time (in seconds) for a player to choose a target when casting (0 = no timeout)
SpellTimeout=0
// Zero point for sextant coordinates counting. Comment this line out if you are
// not using ML maps.
ZeroPoint=1323,1624,0
// How far from land i can be to take off a ship
//MaxShipPlankTeleport=18
// Enable death screen animation on classic clients (on enhanced clients this is always enabled)
PacketDeathAnimation=1
///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50
// Whether PCs get a resurrection robe when they get resurrected.
NoResRobe=0
// Time for a NPC corpse to decay mins
CorpseNPCDecay=7
// Time for a player corpse to decay mins
CorpsePlayerDecay=7
// Ghosts are not able to see and hear living players and creatures (0=disabled, 1=only npcs, 2=both npcs and players)
DeadCannotSeeLiving=0
// At this Spirit Speak skill level players can understand ghosts speech instead hear 'oOOoO ooO'
MediumCanHearGhosts=1000
// Base decay time in minutes for items
DecayTimer=30
// Show [NPC] tags over chars
CharTags=0
// Show job title on vendor names
VendorTradeTitle=1
// Flip dropped items
FlipDroppedItems=0
// Max amount allowed for stackable items (can't be higher than 65535)
ItemsMaxAmount=60000
// Set to 1 to allow players to take equipment from their pets' paperdoll
CanUndressPets=1
// Monsters run when scared of death
MonsterFear=0
// Monsters may fight each other
MonsterFight=0
// Percent setting of the all NPC move rate, default 100
MoveRate=100
// Do players receive sounds
GenericSounds=1
// Max number of items to sell to one person at once
VendorMaxSell=255
// Cost (in gp) of each 0.1 skill trained on NPCs
NPCTrainCost=1
// Max level npc trainers can go
NPCTrainMax=420
// Percent of own ability npcs can train to
NPCTrainPercent=30
// NPC will not be addressed as "Lord" or such if this is set
NPCNoFameTitle=1
// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=300
// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=200
// Time in seconds for hitpoint regeneration (-1 = no regen)
Regen0=40
// Time in seconds for mana regeneration (-1 = no regen)
Regen1=20
// Time in seconds for stamina regeneration (-1 = no regen)
Regen2=10
// Time in seconds for food decay (-1 = no regen)
// 60*60*24 = 1 day of real life time
Regen3=60*60*24
// Time in seconds for Hitpoints update on their status bar.
// Only for clients 7.0.30+ and items with CAN or CANMASK & CAN_I_DAMAGEABLE
ItemHitpointsUpdate = 2
// Speech block associated to players
SpeechSelf=spk_player
// Speech block associated to pets
SpeechPet=spk_pet
// Events related to all NPCs
//EventsPet=your_event
// Events related to all players
//EventsPlayer=your_event
// Events related to all regions
//EventsRegion=your_event
// Events related to all items
//EventsItem=your_event
// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=2
// NPC AI settings
// NPC_AI_PATH 00001 Enable advanced NPC pathfinding engine (this can significantly increase server CPU usage)
// NPC_AI_FOOD 00002 Enable basic NPC food search (objects + grass) when hungry
// NPC_AI_EXTRA 00004 Make NPCs human (brain_human) equip/unequip weapons on combat or light sources at night
// NPC_AI_ALWAYSINT 00008 Make NPC_AI_PATH consider all NPCs as smart as possible to find better paths
// NPC_AI_INTFOOD 00010 Enable advanced NPC food search (more intelligent and trusworthy) when hungry
// NPC_AI_COMBAT 00040 Make NPCs cast good spells in his friends while in combat
// NPC_AI_LOOTING 00100 Make NPCs loot nearby items and corpses
// NPC_AI_MOVEOBSTACLES 00200 Make NPCs with CAN=mt_usehands able to move items blocking its way
// NPC_AI_PERSISTENTPATH 00400 Make NPCs try to follow its target even when it is unreachable instead give up
// NPC_AI_THREAT 00800 Make NPCs attack targets that have higher threat level in combat
//NPCAI=0
///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Lowest karma level a character can achieve
MinKarma=-10000
// Highest karma level a character can achieve
MaxKarma=10000
// Highest fame level a character can achieve
MaxFame=10000
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-2000
// Karma when player goes from neutral to evil (from -10000 to 10000)
PlayerEvil=-8000
// How many minutes are criminals flagged for
CriminalTimer=3
// Chance to get flagged criminal when using Snooping skill (0% - 100%)
SnoopCriminal=100
// Set if opening a container in a trade window needs to be open using Snooping skill or not (1=true,0=false)
TradeWindowSnooping=1
// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=8*60*60
// Amount of murders before we get title
MurderMinCount=1
// Looting or carving a blue player is a crime
LootingIsaCrime=1
// Attacking is considered a crime (even without hit)
AttackingIsaCrime=1
// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1
// How long do guards linger about in minutes
GuardLinger=3
// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=1
// Will guards attack Murderers and Criminals (1) or criminals only (0)
GuardsOnMurderers=1
// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL 00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX 01 // MAX* denied
// STAT_FLAG_DENYMAXP 02 // .. for players
// STAT_FLAG_DENYMAXN 04 // .. for npcs
StatsFlags=0
// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED 00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER 01 // Enabled only for players
// ADVANCEDLOS_NPC 02 // Enabled only for NPCs
AdvancedLos=0
// Default color settings for characters names (notoriety)
//ColorNotoGood=059 // blue
//ColorNotoGuildSame=03f // green (ally)
//ColorNotoNeutral=03b2 // grey (can be attacked)
//ColorNotoCriminal=03b2 // grey (criminal)
//ColorNotoGuildWar=090 // orange (enemy guild)
//ColorNotoEvil=022 // red
//ColorNotoInvul=035 // yellow
//ColorNotoInvulGameMaster=0b // purple
//ColorNotoDefault=03b2 // grey (if not any other)
ColorInvis=0 // 04001 = transparent color, 0 = default
ColorInvisSpell=0 // 04001 = transparent color, 0 = default (This one is for s_invisibility spell, this includes the invis potion.)
ColorHidden=0 // 04001 = transparent color, 0 = default
// Which notoriety flags do pets inherit from their masters? (default 0)
// Set flags to indicate which notoriety statuses a pet can inherit from its owner.
// NotoGood 001 // blue
// NotoGuildSame 002 // green (ally)
// NotoNeutral 004 // grey (can be attacked)
// NotoCriminal 008 // grey (criminal)
// NotoGuildWar 010 // orange (enemy guild)
// NotoEvil 020 // red
// NotoInvul 040 // yellow
// e.g. "07a" will show pets as criminal/warring/evil/allied/invul when their master has
// one of these statuses, regardless of the pet's true notoriety.
PetsInheritNotoriety=0
// Time until Sphere removes a character from the notoriety list of another one.
NotoTimeOut=30
///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_NoDiagonalCheckLOS 00000001 // Disable LOS checks on diagonal directions
// EF_DynamicBackgroundsave 00000002
// EF_ItemStacking 00000004 // Enable item stacking feature when drop items on ground
// EF_ItemStackDrop 00000008 // The item stack will drop when an item got removed from the stack
// EF_FastWalkPrevention 00000010 // Use new client fastwalk prevention instead old WalkBuffer/WalkRegen checks. To avoid false-positive results, make sure that your OS/CPU/BIOS have HPET (High Precision Event Timer) feature enabled
// EF_Intrinsic_Locals 00000020 // Disables the needing of 'local.', 'tag.', etc. Be aware of not creating variables with the same name of already-existing functions
// EF_Item_Strict_Comparison 00000040 // Don't consider log/board and leather/hide as the same resource type
// EF_AllowTelnetPacketFilter 00000200 // Enable packet filtering for telnet connections as well
// EF_Script_Profiler 00000400 // Record all functions/triggers execution time statistics (it can be viewed pressing P on console)
// EF_DamageTools 00002000 // Damage tools (and fire @damage on them) while mining or lumberjacking
// EF_UsePingServer 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_FixCanSeeInClosedConts 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened
Experimental=0
// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_NoDClickTarget 00000001 // Weapons won't open a target in the cursor after DClicking them for equip.
// OF_NoSmoothSailing 00000002 // Deactivate Smooth Sailing for clients >= 7.0.8.13
// OF_ScaleDamageByDurability 00000004 // Weapons/armors will lose DAM/AR effect based on it's current durability
// OF_Command_Sysmsgs 00000008 // Shows status of hearall, allshow, allmove... commands after toggling them
// OF_PetSlots 00000010 // Enable AOS pet follower slots on chars. If enabled, all players must have MAXFOLLOWER property set (default=5)
// OF_OSIMultiSight 00000020 // Only send items inside multis when the player enter on the multi area
// OF_Items_AutoName 00000040 // Auto rename potions/scrolls to match its spell name
// OF_FileCommands 00000080 // Enable the usage of FILE commands
// OF_NoItemNaming 00000100 // Disable the DEFMSG."grandmaster_mark" in crafted items
// OF_NoHouseMuteSpeech 00000200 // Players outside multis won't hear what is told inside
// OF_NoContextMenuLOS 00000400 // Disable LOS check to use context menus on chars
// OF_Flood_Protection 00001000 // Prevent the server send messages to client if its the same message as the last already sent
// OF_Buffs 00002000 // Enable the buff/debuff bar on ML clients >= 5.0.2b
// OF_NoPrefix 00004000 // Don't show "a" and "an" prefix on item names
// OF_DyeType 00008000 // Allow use i_dye on all items with t_dye_vat typedef instead only on i_dye_tub itemdef
// OF_DrinkIsFood 00010000 // Typedef t_drink will increase food level like t_food
// OF_DClickNoTurn 00020000 // Don't turn the player when DClick or targ an item
// OF_NoPaperdollTradeTitle 00040000 // Don't show the trade title on the paperdoll
OptionFlags=08|0200
// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE 01 // Monster and Lost lands
// FEATURE_T2A_CHAT 02 // In game chat
FeatureT2A = 03
// FeatureLBR, used to control LBR expansion features
// FEATURE_LBR_UPDATE 01 // Lbr Monsters
// FEATURE_LBR_SOUND 02 // MP3 instead of MIDI
FeatureLBR = 0
// FeatureAOS, used to control AOS expansion features
// FEATURE_AOS_UPDATE_A 01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B 02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP 04 // PopUp Menus
// FEATURE_AOS_DAMAGE 08 // Show damage values above char head when deal/receive any damage
FeatureAOS = 0
// FeatureSE, used to control SE expansion features
// FEATURE_SE_UPDATE 01 // Basic SE features
// FEATURE_SE_NINJASAM 02 // Ninja and Samurai
FeatureSE = 0
// FeatureML, used to control ML expansion features
// FEATURE_ML_UPDATE 01 // Basic ML features
FeatureML = 0
// FeatureKR, used to control KR expansion features (still not complete but usable)
// FEATURE_KR_UPDATE 01 // Basic KR features
FeatureKR = 0
// FeatureSA, used to control SA expansion features
// FEATURE_SA_UPDATE 01 // Unlocks gargoyle character creation and housing items
// FEATURE_SA_MOVEMENT 02 // Activates new movement packets (not good)
FeatureSA = 0
// FeatureTOL, used to control TOL expansion features
// FEATURE_TOL_UPDATE 01 // Basic TOL features
// FEATURE_TOL_VIRTUALGOLD 02 // Use virtual gold/platinum currency instead default 'physical' gold
FeatureTOL = 0
// FeatureExtra, used to control misc expansion features
// FEATURE_EXTRA_CRYSTAL 001 // Unlocks ML crystal/shadow items on house design
// FEATURE_EXTRA_GOTHIC 002 // Unlocks SA gothic items on house design
// FEATURE_EXTRA_RUSTIC 004 // Unlocks SA rustic items on house design
// FEATURE_EXTRA_JUNGLE 008 // Unlocks TOL jungle items on house design
// FEATURE_EXTRA_SHADOWGUARD 010 // Unlocks TOL shadowguard items on house design
// FEATURE_EXTRA_ROLEPLAYFACES 020 // Unlocks extra roleplay face styles on character creation (enhanced clients only)
FeatureExtra = 0
// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE 00001
// DEBUGF_ADVANCE_STATS 00002
// DEBUGF_EXP 00200 // experience gain/loss
// DEBUGF_LEVEL 00400 // experience level changes
// DEBUGF_SCRIPTS 00800 // debug flag for scripts
// DEBUGF_LOS 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK 02000 // debug flag for new walking check stuff
// DEBUGF_PACKETS 04000 // log packets to file
// DEBUGF_NETWORK 08000 // debug flags for networking
//DebugFlags=0800
// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0
// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1
// Value from 1 to 32, set sectors inactive when unused to conserve resources, 0 disables Sleep (NOT recommended).
SectorSleep=10
// Always force a full garbage collection on save
ForceGarbageCollect=1
// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=60
// Length of the game world minute in real world in seconds
GameMinuteLength=20
// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS 000080 // account login/operations
// LOGM_INIT 000100 // start up messages
// LOGM_SAVE 000200 // world save
// LOGM_CLIENTS_LOG 000400 // all clients as they log in and out
// LOGM_GM_PAGE 000800 // player gm pages
// LOGM_PLAYER_SPEAK 001000 // all that the players say
// LOGM_GM_CMDS 002000 // all gm commands
// LOGM_CHEAT 004000 // possible cheat attempts
// LOGM_KILLS 008000 // player combat results
// LOGM_HTTP 010000 // http protocol operations
// 01fff0 log everything
LogMask=01fff0
// Amount of time to keep map data cached in sec
MapCacheTime=120
// Max NPC chars for a sector to prevent lag
MaxComplexity=32
// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=25
// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=1024
// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=10000
// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=0
// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
Profile=0
///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////
// Allow casting while equipped
EquippedCast=1
// Words of power for player using magic
WOPPlayer=1
// Words of power for staff using magic
WOPStaff=0
// Words of power font
//WOPFont=3
// Words of power color (0 = inherit color from char SPEECHCOLOR value)
//WOPColor=03b2
// Reagents lost if magic fails
ReagentLossFail=0
// Magic requires reagents
ReagentsRequired=0
// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=10
// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0
// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=900
// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0376a
TeleportEffectPlayers=03728
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3
///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////
// Enable experience system
//ExperienceSystem=0
// Experience system settings:
// 0001 gain experience in combat
// 0002 gain experience in crafts
// 0004 allow experience to go down
// 0008 limit experience decrease by a range witheen a current level
// 0010 auto-init EXP/LEVEL for NPCs if not set in @Create
//ExperienceMode=0
// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
//ExperienceKoefPVM=100
//ExperienceKoefPVP=100
// Enable levels system (as a part of experience system)
//LevelSystem=0
// Level system settings:
// linear = 0 (each NextLevelAt exp will give a level up)
// double = 1 (you need (NextLevelAt * (level+1)) to get a level up)
//LevelMode=1
// Amount of experience to raise to the next level
//LevelNextAt=0
///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
// from the recommended default values!
// Disconnect inactive socket in x min
DeadSocketTime=5
// Maximum number of packets to send per tick
MaxPacketsPerTick=150
// Number of connections a client can make before being blocked
MaxPings=15
// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=150
// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=18000
// Time to remember previous connection history (seconds)
NetTTL=300
// Number of network threads to create in order to split the network i/o workload
// (0 for no additional threads: run all the code on the main thread)
// WARNING: values > 0 are still experimental, and may cause server crash/instability (or not).
// If Sphere crashes, this is the first setting to revert!
NetworkThreads = 0
// Priority of each network thread (valid only if NetworkThreads >= 1)
// 1 = Normal = tick 100ms
// 2 = High = tick 50ms
// 3 = Highest = tick 5ms
// 4 = RealTime = tick almost instantly
NetworkThreadPriority = 1
// Use asynchronous data sends, valid for both single and multi threaded networking
// WARNING: changing this setting at runtime may produce unexpected behaviour!
// 0 = Off
// 1 = Always on (it may not work for older clients!)
// 2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0
// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0
// Enables an additional buffer for outgoing data.
UseExtraBuffer=1
// Tooltip modes
// 0 = Always send full tooltip
// 1 = Wait for client to request full tooltip
TooltipMode=1
// Time to cache tooltip data for (seconds)
TooltipCache=30
// Limit of options in each Context Menu.
ContextMenuLimit=15
// Automatically invalidate and resend tooltips when:
// 0001 item or character name changes
// 0002 item amount changes
// 0004 container weight changes
// 0008 weapon or armor durability changes
// 0010 weapon poison charge changes
// 0020 wand charge changes
// 0040 spell added to spellbook
AutoTooltipResend=07f
///////////////////////////////////////////////////////////////
//////// Third-Party Tools Support
///////////////////////////////////////////////////////////////
// Axis / TNG
// Path where STRIP console command will strip an index of all script templates to use with Axis / TNG
// on Windows the path format is "\foo\bar\"
// on Linux the path format is "/foo/bar/"
StripPath=scripts/web/
// ConnectUO
// Enable or disable the response to ConnectUO pings
// If enabled, it returns: Items, Chars, Clients and Memory
CUOStatus=1
// UOGateway
// Enable or disable the response to UOGateway pings
// If enabled, it returns: Name, Age, Clients, Items, Chars and Memory
UOGStatus=1
[RESOURCELIST]
ITEMDEF
CHARDEF
///////////////////////////////////////////////////////////////
//////// Webpage Settings
///////////////////////////////////////////////////////////////
// Note, that you can catch error codes by creating sphere404.htm and so on
// for all HTTP error codes sphere support.
[WEBPAGE 1]
// Determines what html file is used as base for the status page
WebPageSrc=scripts/web/spherestatusbase.html
// Determines where the status page is saved
WebPageFile=scripts/web/status.html
// In seconds, how often the status file is updated
WebPageUpdate=60
// Required PLevel to view this page (0 = anyone, 6 = admins only)
PLevel=0
///////////////////////////////////////////////////////////////
//////// Abuse Control
///////////////////////////////////////////////////////////////
// Block these ips from the server
// 255 is a wildcard, so 255.255.255.255 disables anyone connecting.
[BlockIP]
//123.34.45.56
//123.45.56.78
///////////////////////////////////////////////////////////////
//////// Connection Information
///////////////////////////////////////////////////////////////
//First line should be the name of your shard (this is what people see when they connect)
//Second line should be the IP of your shard (this is almost always 127.0.0.1)
//Third line should be the port of your shard (this should be whatever ServPort is set to)
//Uncomment next 3 lines below this if you have a router
//First line should be a name different than your shard name above this
//Second line should be your real/external IP (www.whatismyip.com)
//Third line should be the shard port (this should be whatever ServPort is set to)
[SERVERS]
Monstro
192.168.1.105
5599
//External
//my.ip.goes.here
//2593
[EOF]