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SphereServer flood control - Printable Version +- SphereCommunity (https://forum.spherecommunity.net) +-- Forum: Sphere 0.56d (/Forum-Sphere-0-56d) +--- Forum: General Help (/Forum-General-Help) +--- Thread: SphereServer flood control (/Thread-SphereServer-flood-control) |
RE: SphereServer flood control - massis87 - 06-22-2017 08:44 AM version? .ini? my .ini is this Spoiler (Click to View)
/////////////////////////////////////////////////////////////// //////// General Information /////////////////////////////////////////////////////////////// [SPHERE] //-- Abilitazione controllo pacchetti anti-hack PACKET2=f_WalkingRequest PACKET240=F_HANDLER_EXTENDEDPROTOCOL // Name of your Sphere shard ServName=D&W 8th Age // 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=belial@8thage.com // Web page for this server URL=www.8thage.com // GMT offset, from -12 to +12 [London=0, EST=5, etc] TimeZone=1 // Official staff language Lang=English // Start this as a system service on Win2000, XP, NT NTService=0 /////////////////////////////////////////////////////////////// //////// File Locations /////////////////////////////////////////////////////////////// // Directory where spheretables.scp is located, from there we will // load any additional scripts ScpFiles=spheretables/ // Where your sphereworld.scp and spherechars.scp are located WorldSave=save/ // Where your sphereaccu.scp and sphereacct.scp is located AcctFiles=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=mul/ // Where your log files will be saved by sphere Log=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=180 // 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=0 // Store password hashed with MD5 Md5Passwords=1 // local ip is assumed to be the admin LocalIPAdmin=1 // Default number of chars allowed per account (maximum value is 7) MaxCharsPerAccount=1 // Min time for a char to exist before delete allowed (in seconds) MinCharDeleteTime=1*60 // Max number of Guest accounts allowed GuestsMax=0 // Max wrong password tries on client login screen before temporary ban client IP (0 is disabled) ClientLoginMaxTries=0 // Duration (in minutes) of temporary ban to client IPs that reach max wrong password tries ClientLoginTempBan=1 /////////////////////////////////////////////////////////////// //////// 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=20 // Maximum total (not-in-game) connections to server ConnectingMax=300 // Maximum total simultaneous (not-in-game) connections to server per IP ConnectingMaxIp=10 // How long logged out clients linger in seconds ClientLinger=15 // Walk limiting code: buffer size (in tenths of second) WalkBuffer=150 // Walk limiting code: regen speed (%) WalkRegen=75 // 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=4 // 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=2 // 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 //DistanceWhisper=3 // Maximum distance to hear char talking //DistanceTalk=18 // Maximum distance to hear char yelling //DistanceYell=31 // Do not allow entering under roof being on horse? MountHeight=0 // Archery does not work if too close (0 = not checked) ArcheryMinDist=1 // Maximum Distance for Archery ArcheryMaxDist=16 // This is the percent of max weight at which stamina is lost half the time // (200 = no effect) StaminaLossAtWeight=200 // Weight penalty for running +N% of max carry weight (0 = no effect) RunningPenalty=3 // Show people joining/leaving the server. 0 disables, 2 enables staff only. ArriveDepartMsg=2 // Are house and boat keys newbied automatically AutoNewbieKeys=1 // Maximum number of items allowed in bank // Setting it to anything less than 0 (-1) will avoid items check BankMaxItems=5000 // Maximum weight in stones allowed in bank // Setting it to anything less than 0 (-1) will avoid weight check BankMaxWeight=1000000 // 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, 0.55i compatible) // COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a) // COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended) // COMBAT_PREHIT 00004 // Allow prehit for close combat. first hit is instant (delay 0.1sec) // 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) CombatFlags=00001|00020|00100|01000|00040 // Damage calculation formula to use on physical combat // 0 = pre-AOS (Sphere custom) // 1 = pre-AOS // 2 = AOS CombatDamageEra=2 // Swing Speed formula to use on physical combat // 0 = pre-AOS (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=30000 // 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=010|04|00800|00001 // Max amount of each Stat gained through Polymorph spell. This affects separatelly to each stat. MaxPolyStats=1000 // 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= // 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 // Is Death Animation (Packet 02c) sent to players? PacketDeathAnimation=0 /////////////////////////////////////////////////////////////// //////// NPC/Item/Player Management /////////////////////////////////////////////////////////////// // Distance in tiles before an NPC that's wandered too far from it's home will teleport back LostNPCTeleport=20 // Whether PCs get a resurrection robe when they get resurrected. NoResRobe=0 // Time for a NPC corpse to decay mins CorpseNPCDecay=30 // Time for a player corpse to decay mins CorpsePlayerDecay=60 // 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=0 // 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=1000 // Cost (in gp) of each 0.1 skill trained on NPCs NPCTrainCost=1 // Max level npc trainers can go NPCTrainMax=310 // Percent of own ability npcs can train to NPCTrainPercent=900 // NPC will not be addressed as "Lord" or such if this is set // NPCNoFameTitle=0 // Max level of skill trainable on dummies, archery butte ecc.. SkillPracticeMax=1000 // Max skill player's will start with on skills they haven't chosen during // character creation MaxBaseSkill=200 // Time in seconds for hitpoint regeneration Regen0=20 // Time in seconds for mana regeneration Regen1=5 // Time in seconds for stamina regeneration Regen2=5 // Time in seconds for food decay // 60*60*24 = 1 day of real life time Regen3=1*60*24 // 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 NPC pathfinding // NPC_AI_FOOD 00002 NPC food search (objects + grass) // NPC_AI_EXTRA 00004 NPC magics, etc // NPC_AI_ALWAYSINT 00008 Always be as smart as possible with pathfinding // NPC_AI_INTFOOD 00010 NPC food search (more intelligent and trusworthy) // NPC_AI_COMBAT 00040 Look for friends in combat // NPC_AI_VEND_TIME 00080 vendors closing their shops at nighttime // NPC_AI_LOOTING 00100 loot corpses an the way // NPC_AI_MOVEOBSTACLES 00200 if moveable items block my way, try to move them // NPC_AI_PERSISTENTPATH 00400 NPC will try often to find a path with pathfinding // NPC_AI_THREAT 00800 Enable the use of the threat variable when finding for target while fighting. // NPC_AI_OLDMOVESPEED 01000 Enable backwards SpeedMove formula (55i like) for walk delays. NPCAI=0040|0008|00004 /////////////////////////////////////////////////////////////// //////// 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=60 // 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=10 // Looting or carving a blue player is a crime LootingIsaCrime=0 // Attacking is considered a crime (even without hit) AttackingIsaCrime=0 // Flag players criminal for helping criminals? HelpingCriminalsIsaCrime=0 // 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 // Enable client fastwalk prevention (INCOMPLETE YET) // 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 OptionFlags=08|0200|00010000|00002000|00000080|00001000 // 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 = 01|02 // FeatureLBR, used to control LBR expansion features // FEATURE_LBR_UPDATE 01 // Lbr Monsters // FEATURE_LBR_SOUND 02 // MP3 instead of MIDI FeatureLBR = 01|02 // 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 = 01|04|08 // FeatureSE, used to control SE expansion features // FEATURE_SE_UPDATE 01 // Basic SE features // FEATURE_SE_NINJASAM 02 // Ninja and Samurai FeatureSE = 01|02 // FeatureML, used to control ML expansion features // FEATURE_ML_UPDATE 01 // Basic ML features FeatureML = 01 // FeatureKR, used to control KR expansion features (still not complete but usable) // FEATURE_KR_UPDATE_A 01 // Basic KR features // FEATURE_KR_UPDATE_B 02 // 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 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 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=00 // Allow rapid Buy/Sell through Buy/Sell agent AllowBuySellAgent=1 // 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=5 // Always force a full garbage collection on save ForceGarbageCollect=1 // Time before restarting when server appears hung (in seconds) FreezeRestartTime=30 // Length of the game world minute in real world in seconds GameMinuteLength=60 // 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=240 // Max NPC chars for a sector to prevent lag MaxComplexity=600 // Amount of items in one tile so start showing "too many items here" MaxItemComplexity=3000 // Amount of items in one sector to start showing "x items too complex" MaxSectorComplexity=3000 // Limit the number of cycles the while/for loop can proceed. Setting this to // zero disables the limitation MaxLoopTimes=0 // Amount of minutes to call f_onserver_timer (0 disables this, default) TimerCall=1 // 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=1 /////////////////////////////////////////////////////////////// //////// Magic/Effects Settings /////////////////////////////////////////////////////////////// // Allow casting while equipped EquippedCast=0 // Words of power for player using magic WOPPlayer=1 // Words of power for staff using magic WOPStaff=1 // 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=1 // What % of hitpoints players will resurrect with. Note, that if you set this // too low, people with little STR will have problems resurrecting. HitPointPercentOnRez=66 // 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=50 // Number of connections a client can make before being blocked MaxPings=30 // Maximum number of packets before lowering packet priorities (0 for no limit) MaxQueueSize=75 // 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 // 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 /////////////////////////////////////////////////////////////// // TNG // on Linux do sth like "/srv/www/" // on Windows do sth. like "C:\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] //WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\spherestatusbase.html //wEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\dewstatus.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=300 // PLEVEL=x, 0 means everyone, 6 just Admins PLEVEL=0 [WEBPAGE 2] // WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\classifiche.html // WEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\classifiche.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=3600 // PLEVEL=x, 0 means everyone, 6 just Admins PLEVEL=0 [WEBPAGE 3] // WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\gilde.html // WEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\gilde.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=3600 // PLEVEL=x, 0 means everyone, 6 just Admins PLEVEL=0 [WEBPAGE 4] // WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\jail.html // WEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\jail.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=84600 // PLEVEL=x, 0 means everyone, 6 just Admins PLEVEL=0 [WEBPAGE 5] // WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\avamposti.html // WEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\avamposti.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=84600 // PLEVEL=x, 0 means everyone, 6 just Admins PLEVEL=0 [WEBPAGE 6] // WEBPAGESRC=<path> determines what html file is used as base for the status page WEBPAGESRC=web\speed.html // WEBPAGEFILE=<path> determines where the status page is saved. WEBPAGEFILE=D:\inetpub\wwwroot\public\speed.htm // WEBPAGEUPDATE=x in seconds, how often the status file is updated. WEBPAGEUPDATE=3600 // PLEVEL=x, 0 means everyone, 6 just Admins 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 (http://www.whatismyip.com) //Third line should be the shard port (this should be whatever ServPort is set to) [SERVERS] //D&W 8th Age //127.0.0.1 //2592 //D&W 8th Age //13.93.110.239 //2592 [EOF] RE: SphereServer flood control - rastrero - 06-22-2017 08:57 AM yes it is a packet problem but until it is solved the script I wrotte should stop anyone to taking down the server... RE: SphereServer flood control - massis87 - 06-22-2017 09:04 AM yes... but. if i make a macro with only useskill 'hiding' and put that on loop the problem persist. RE: SphereServer flood control - massis87 - 06-22-2017 07:59 PM i've do a stupid solution. add this events on players, remove player speech on logmask. add a persisten memory for check the abuse control with 30 loops in one secs. seems work great but i dont know the impact in long end. turn on f_oncommand on sphere.ini [function f_oncommand] tag.antiflood +=1 [speech spk_antiflood] on=* tag.antiflood +=1 [events e_antiflood] on=@itemdclick tag.antiflood +=1 on=@skillprestart tag.antiflood +=1 [itemdef i_antiflood] defname i_rune_polymorph ID=i_rune_polymorph NAME=Memory : Antiflood layer=layer_special type=t_eq_script CATEGORY=Seven - Antiflood SUBSECTION=Memory [Non Usare] DESCRIPTION=Memory : Antiflood ON=@CREATE ATTR=attr_invis|attr_decay on=@timer if <eval <cont.tag0.antiflood>><=30 cont.tag.antiflood 0 else serv.log Control System Anti Flood: <cont.name> disconnected cont.tag.antiflood 0 cont.disconnect endif timer 1 return 1 RE: SphereServer flood control - darksun84 - 06-22-2017 08:08 PM Does this happens just with uosteam or also with Razor and similar? ( I can't run uosteam on windows 10) RE: SphereServer flood control - massis87 - 06-23-2017 12:53 AM Only with uosteam. With razor is OK. RE: SphereServer flood control - escribano - 06-23-2017 11:51 AM This is my anti-flood i've made this to prevent the speech or command be process on sphere: Code: // Add next line do sphere.ini You can change it easily to adapt to your shard... this one doesn't release the player to speech if he won't wait 1 second... so if the player tries to speak again the timer resets... Also, you can add +1 sec if the player won't wait.... so you can punish 'em for flooding ![]() Now I've read the entire post.... I've got this problem too... someone figured out this and started to crash the server... So I've made this script properly to fix this... also, I've noticed that if the player does it on skillmenu this behavior crashes sphere too... so I've added this to the e_player event (or any event you know that all players have): Code: ON=@SkillMenu See yah! RE: SphereServer flood control - darksun84 - 06-23-2017 09:40 PM What about the OF_FloodProtection setting in the .ini? Code: Added OF_Flood_Protection as a control of toggling appearence of same I think it needs a server restart for applying its effect. RE: SphereServer flood control - massis87 - 06-24-2017 12:44 AM ok escribano i see your script, im going to add the @skillmenu on my event to block that too. i prefer players disconnect and put a delay on the macro than add a item in loop but the job is the same. the big problem is servers dont have a good internal flood packet control. is a little ridicolous get an internal "ddos attack" with a 2014 3rd party tool for me. RE: SphereServer flood control - escribano - 07-18-2017 01:01 AM I've developed a solution to mitigate 100% of DDoS requests at my server ![]() I'm doing A LOT of tests now to ensure the software works.... I'm planning to offer this DDoStroyer (As we called) for any game server/services. (for now, the solution only works on AWS data center cuz we can manage the aws subnet firewall) If you're interested in test this solution, please send me a PM and let's talk about it ![]() Here is a picture of the Launcher we've made to manage and release IP's from our extern firewall ![]() ![]() The player needs to use the in-game login/password to release it's IP to see the server and EVEN if the attacker finds the server IP, it doesn't matter ![]() ![]() I've mitigated 3x attacks this weekend with no cost for the shard ![]() 0kb of malicious bandwidth received during this attacks, from more than 83k requests per minute. |