**Scripter:Xantier
**Edit:Robellious
**Eklenen Komutlar
Playerın Üstünü İkikere Tıkladında Pas Veriri
.sut Yaptında şut Çeker
[itemdef i_wait_sut]
name asd
id i_memory
type t_eq_Script
layer=layer_special
on=@create
timer=2
on=@timer
remove
return 1
[itemdef i_soccer_ball]
name=Soccer Ball
id=0e73
type=t_soccer_ball
on=@create
color=029
attr=08010
on=@dclick
return 1
ON=@TIMER
if (<morex> > 0)
morex -= 2
//MOVE=<VAR.MOVe>
f_shoot
return 1
else
say @03c1,6,1 Top durdu.
ENDIF
return 1
ON=@CLICK
if <distance>>2
src.sysmessage @0ad,6,1,1 Cok uzaktasin.
return 1
elseif (rand(100)><SRC.STAM>)
src.emote can't stop the ball
else
src.say @0ad,6,1,1 Topu durdurdun
TIMER=-1
endif
[function setmove]
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
src.ctag.topbende 1
endif
[typedef t_soccer_ball]
on=@step
say @0ad,6,1,1 <src.name> Topu Aldi.
try uid.<tag.sahipuid>.ctag.topbende 0
src.ctag.topbende 1
tag.sahipuid <src.uid>
src.ctag.topuid <uid>
timer -1
src.tag0.top=<uid>
f_step
if <src.dir>==0
move=0 -1 0
elseif <src.dir>==1
move=1 -1 0
elseif <src.dir>==2
move=1 0 0
elseif <src.dir>==3
move=1 1 0
elseif <src.dir>==4
move=0 1 0
elseif <src.dir>==5
move=-1 1 0
elseif <src.dir>==6
move=-1 0 0
elseif <src.dir>==7
move=-1 -1 0
endif
f_step
ENDIF
[function f_shoot]
obj=<uid>
timerd=1
move=<var.move>
foritems 0
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol>)
var.gol3 = 1
else
var.gol3 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
return 1
endif
if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endif
endfor
[itemdef i_skor_futbol]
id i_bulletin_board
name Skorlar
type t_eq_script
on=@create
attr=attr_static|attr_move_never
on=@dclick
src.sysmessage @0ad,6,1,1 Kirmizi : <eval <var.gol2>>
src.sysmessage @0ad,6,1,1 Mavi : <eval <var.gol3>>
return 1
[itemdef i_floor_gol1]
id i_floor_marble
name sd
type t_eq_script
on=@create
attr attr_invis|attr_static
on=@step
src.move e
[itemdef i_floor_gol2]
id i_floor_marble
name sd
type t_eq_script
on=@create
attr attr_invis|attr_static
on=@step
src.move w
[function f_step]
obj=<uid>
foritems 0
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol1>)
var.gol3 = 1
else
var.gol3 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
endif
if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endfor
IF ! (<TAG0.SBALL>)
SRC.TAG.SBALL=1
ELSE
SRC.SBALL=<SRC.TAG.SBALL>=+1
ENDIF
IF (<TAG0.sBALL>==10)
SRC.STAM -= 1
SRC.TAG.SBALL=0
ENDIF
TIMER=-1
[itemdef i_futbol_start]
id=i_moongate_blue
type=t_eq_script
name=Futbol start gate
on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1
morez=11
on=@step
if (<morez> > 0)
if (<src.findlayer.25.uid>)
src.sysmessage @0481 Binek ile girilmez
src.binekolmazsaolmaz
return 1
endif
if (<eval <tag0.switch>> == 1 ) //To Red Team
src.go 5917,1184
src.cantalarbanka
src.binekolmazsaolmaz
src.events +e_futbol_kirmizi
tag0.switch=2
serv.newitem i_shirt_plain
new.color=080a
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 080a
src.new.equip
new.attr=00010
morez -= 1
return 1
elseif (<eval <tag0.switch>> == 2 )
src.go 5942,1182
src.cantalarbanka
src.binekolmazsaolmaz
src.events +e_futbol_mavi
serv.newitem i_shirt_plain
new.color=0796
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 0796
new.attr=00010
src.new.equip
tag0.switch=1
morez -= 1
return 1
endif
else
serv.allclients sysmessage @0481,6,1,1 Futbol katilimi bitmistir !
remove
return 1
endif
[itemdef i_futbol_cikis]
id=i_moongate_blue
type=t_eq_script
name=Futbol cikis
on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1
on=@step
src.events -e_futbol_mavi
src.events -e_futbol_kirmizi
src.consume 5 i_shirt_plain
src.consume 5 i_pants_short
src.findid.i_shirt_plain.remove
src.findid.i_pants_short.remove
src.go pazar
[events e_futbol_mavi]
on=@click
message @0849,0 [ Mavi ]
on=@death
src.events -e_futbol_mavi
src.resurrect
src.hits 100
src.go safe alani
on=@attack
return 1
on=@hittry
return 1
on=@spelleffect
return 1
on=@spellcast
return 1
on=@skillstart
Return 1
on=@Chardclick
if (<act.isevent.e_futbol_mavi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 10)
src.sysmessage @0ad,6,1,1 Bu kisi 10 kareden daha fazla uzakta !
return 1
endif
foritems 1
if <type>==t_soccer_Ball
setmove
src.ctag.topbende 0
src.act.ctag.topbende 1
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
src.act.effect 0,i_fx_fireball,5,5,5
try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
else
f_dur
return 1
endif
if (<local.dist> > 6)
local.dist=6
endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif
[events e_futbol_kirmizi]
on=@click
message @0846,0 [ Kirmizi ]
on=@death
src.events -e_futbol_mavi
src.resurrect
src.hits 100
src.go britain
on=@attack
return 1
on=@hittry
return 1
on=@spelleffect
return 1
on=@spellcast
return 1
on=@skillstart
Return 1
on=@Chardclick
if (<act.isevent.e_futbol_kirmizi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 6)
src.sysmessage @0ad,6,1,1 Bu kisi 6 kareden daha fazla uzakta !
return 1
endif
foritems 1
if <type>==t_soccer_Ball
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
setmove
src.ctag.topbende 0
src.act.ctag.topbende 1
src.act.effect 0,i_fx_fireball,5,5,5
try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
if (<local.dist> > 6)
local.dist=6
else
f_dur
return 1
Endif
endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif
//////////////////////////////
[plevel 1]
sut
[function sut]
foritems 1
if (<type>==t_soccer_ball )
if (<distance> < 2)
if (<src.findid.i_wait_sut>)
src.sysmessage @0ad,6,1,1 Topa vurabilmek icin beklemelisin !
return 1
endif
src.tag0.top=<uid>
morex=2
serv.newitem i_wait_sut
new.cont=<src.uid>
src.say @03c1,6,1 <src.name> Bir şut cekti
src.ctag.topbende 0
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
elseif <src.dir>==8
var.move=-1 -1 0
elseif <src.dir>==9
var.move=-1 8 10
endif
f_shoot
//return 1
endif
return 1
else
src.sysmessage @0ad,6,1,1 Top Sizde Degilken Vuramazsiniz.
return 1
endif
////////////////////////////////////////
[function pas]
foritems 1
if <type>== t_soccer_ball)
TARGETG @0ad,6,1,1 Pas Atacaginiz Kisiyi Secin
ENDIF
ON=@TARGON_ITEM
return 1
ON=@TARGON_CHARIF
if (<SRC.UID> == <SRC.TARG.UID>)
src.sysmessage @0ad,6,1,1 Top Zaten Sende?
ELSE
IF (<SRC.TARG.DISTANCE> > 8)
SRC.SYSMESSAGE @0ad,6,1,1 Bu Kisi Senden Cok uzakta.
ELSE
src.p = <SRC.TARGP>
update
ENDIF
return 1
ON=@TARGON_GROUND
return 1
//////////////////////////////////////////////
[function orta]
foritems 1
if <type>== t_soccer_ball
TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin.
src.newitem i_ortaci
src.new.equip
ENDIF
RETURN 1
endif
///////////////////////////////////////////////
[function f_on_move]
obj <local.char>
if (0<obj.ctag.topbende> == 1)
uid.<obj.ctag.topuid>.p <obj.p>
if (<obj.dir> == 0)
uid.<obj.ctag.topuid>.move n
if (<dlocal.1> == 128)
uid.<obj.ctag.topuid>.move n
endif
elif <obj.dir> == 1)
uid.<obj.ctag.topuid>.move ne
if (<dlocal.1> == 129)
uid.<obj.ctag.topuid>.move ne
endif
elif <obj.dir> == 2)
uid.<obj.ctag.topuid>.move e
if (<dlocal.1> == 130)
uid.<obj.ctag.topuid>.move e
endif
elif <obj.dir> == 3)
uid.<obj.ctag.topuid>.move se
if (<dlocal.1> == 131)
uid.<obj.ctag.topuid>.move se
endif
elif <obj.dir> == 4)
uid.<obj.ctag.topuid>.move s
if (<dlocal.1> == 132)
uid.<obj.ctag.topuid>.move s
endif
elif <obj.dir> == 5)
uid.<obj.ctag.topuid>.move sw
if (<dlocal.1> == 133)
uid.<obj.ctag.topuid>.move sw
endif
elif <obj.dir> == 6)
uid.<obj.ctag.topuid>.move w
if (<dlocal.1> == 134)
uid.<obj.ctag.topuid>.move w
endif
elif <obj.dir> == 7)
uid.<obj.ctag.topuid>.move nw
if (<dlocal.1> == 135)
uid.<obj.ctag.topuid>.move nw
endif
endif
//////////////////////////////////////////////
[itemdef i_ortaci]
id i_gold
name asd
on=@create
attr attr_invis|attr_static
on=@equip
target
ON=@TARGON_ITEM
src.sysmessage @0ad,6,1,1 Iteme degil yere
return 1
ON=@TARGON_CHAR
src.sysmessage @0ad,6,1,1 Orta aciyorsun ?
return 1
ON=@TARGON_GROUND
foritems 1
if <type>== t_soccer_ball
TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin.
serv.newitem i_Soccer_ball
new.p = <TARG.P>
update
src.findid.i_ortaci.remove
elIF (<SRC.TARG.DISTANCE> > 15)
SRC.SYSMESSAGE @0ad,6,1,1 O Kadar Uzak Mesafeye Orta Acamazsiniz.
return 1
ELSE
return 1
ENDIF
////////////////////////////////
[itemdef i_Tac]
id i_hay_sheaf
name sd
type t_eq_script
on=@create
attr attr_static
[function f_step]
obj=<uid>
foritems 1
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
/////////////////////////
[itemdef i_direk]
id 9
name sd
type t_eq_script
on=@create
attr attr_invis|attr_static
[function f_step]
obj=<uid>
foritems 1
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
/////////
[function f_Dur]
serv.allclients ctag.topbende 0
//////
[itemdef i_gecmavi]
id i_Floor_marble
name sad
on=@create
color 0796
on=@step
src.move e
[itemdef i_gecmavi2]
id i_Floor_marble
name sad
on=@create
color 0796
on=@step
src.move e
return 1
endif
[itemdef i_gecmavi3]
id i_Floor_marble
name sad
on=@create
color 0796
on=@step
if (<src.isevent.e_futbol_mavi>)
else
src.move n
return 1
endif
//////////////////
[itemdef i_geckirmizi]
id i_Floor_marble
name sad
on=@create
color 080a
on=@step
src.move w
return 1
endif
[itemdef i_geckirmizi2]
id i_Floor_marble
name sad
on=@create
color 080a
on=@step
if (<src.isevent.e_futbol_kirmizi>)
else
src.move s
return 1
endif
[itemdef i_geckirmizi3]
id i_Floor_marble
name sad
on=@create
color 080a
on=@step
if (<src.isevent.e_futbol_kirmizi>)
else
src.move n
return 1
endif
[function binekolmazsaolmaz]
if (<findlayer.25>)
tag.binekid <findlayer.25.more1> //binegin id'ini tagladık
tag.binekkarma <uid.<findlayer.25.more2>.karma> //karmayı tagladık
tag.binekfame <uid.<findlayer.25.more2>.fame> //famei tagladık
tag.binekfood <uid.<findlayer.25.more2>.food> //kargoda beslemiyoruz
tag.binekcolor <uid.<findlayer.25.more2>.color> //bunuda alalım bari
tag.binekname <findlayer.25.name> //isimini bi kenara not aldık
serv.newitem i_binek_zeka //<serv.name> Kargo'da onay formunu alıyoruz
new.tag.name <tag.binekname> //Kargoya verilen hayvanın kayıtlarını
new.tag.fame <tag.binekfame> //forma
new.tag.karma <tag.binekkarma> //eksiksiz
new.tag.food <tag.binekfood> //dolduruyoruz
new.tag.binekid <tag.binekid> //Kargo ise ucret almadan
new.color <tag.binekcolor>
new.cont <findlayer(29).uid> //adrese yolluyor
new.more2 1
findlayer.25.remove
else
return 1
endif
[itemdef i_binek_zeka]
id i_deed
type t_normal
weight 20.0
name Kargo
on=@click
if (<more2>
message @0481,1 <name> - <tag.name>
return 1
else
message @0481,1 <name>
return 1
endif
on=@dclick
if (<more2>)
try src.newnpc <tag.binekid> //Taze binek
link <src.act.uid> //linkleyelimki kaybolmasın
link.name <tag.name> //
link.karma <tag.karma> //Genel ayarlar
link.fame <tag.fame> //
link.food <tag.food>
link.color <color>
link.memorydel <src.uid>
link.newitem i_memory
link.act.attr 04
link.act.more1 04
link.act.more2 <serv.time>
link.act.morep <link.p>
link.act.color memory_ipet
link.act.timer -1
link.act.link <src.uid>
link.act.cont <link.uid>
link.flags <link.flags>&statf_pet
link.update
link.anim 5
link.bark 3
link.message @1156 Iyi oyunlar..
remove
return 1
else
return1
endif
///////////////
[function Cantalarbanka]
findlayer(1).cont=<findlayer.layer_pack.uid>
findlayer(2).cont=<findlayer.layer_pack.uid>
findlayer(3).cont=<findlayer.layer_pack.uid>
findlayer(4).cont=<findlayer.layer_pack.uid>
findlayer(5).cont=<findlayer.layer_pack.uid>
findlayer(6).cont=<findlayer.layer_pack.uid>
findlayer(7).cont=<findlayer.layer_pack.uid>
findlayer(8).cont=<findlayer.layer_pack.uid>
findlayer(10).cont=<findlayer.layer_pack.uid>
findlayer(12).cont=<findlayer.layer_pack.uid>
findlayer(13).cont=<findlayer.layer_pack.uid>
findlayer(14).cont=<findlayer.layer_pack.uid>
findlayer(17).cont=<findlayer.layer_pack.uid>
findlayer(18).cont=<findlayer.layer_pack.uid>
findlayer(19).cont=<findlayer.layer_pack.uid>
findlayer(20).cont=<findlayer.layer_pack.uid>
findlayer(22).cont=<findlayer.layer_pack.uid>
findlayer(23).cont=<findlayer.layer_pack.uid>
findlayer(24).cont=<findlayer.layer_pack.uid>
findlayer(layer_pack).attr 0
findlayer(layer_pack).cont <findlayer(layer_bankbox)>
findlayer(layer_pack).empty
findlayer(layer_pack).dclick
bank
update
return 1
Spawnsas : genemi denizin scripti olamaz ya.
suç denizde.
//****************************************************************************
// SPHERE by : Menasoft 1997-2003
// www.sphereserver.com
// All SPHERE script files and formats are copyright Menasoft & Partners.
// This file may be freely edited for personal use, but may not be distributed
// in whole or in part, in any format without express written permission from
// Menasoft & Partners. All donations and contributions
// become the property of Menasoft & Partners.
//****************************************************************************
///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////
[SPHERE]
agree=1
// Name of your Sphere shard
ServName=Ultima Strike
// 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=xxx
// Web page for this server
URL=www.ultima-strike.com
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=2
// Official staff language
Lang=Turkce
// Start this as a system service on Win2000, XP, NT
NTService=0
// MySql configuration.
MYSQL=1
MySqlHost=mysqlhostunuz
MySqlUser=mysqlkullaniciadiniz
MySqlPassword=mysqlsifreniz
MySqlDatabase=mysqldatabaseniz
///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=scripts/
// Where your sphereworld.scp and spherechars.scp are located
WorldSave=save/
// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=accounts/
// Where your UO installation is located. 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).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
//MulFiles=C:\Program Files\EA Games\Ultima Online Mondain's Legacy/
// Where your log files will be saved by sphere
Log=logs/
// To activate ML-sized map #0 uncomment the next line (don't forget to uncomment
// sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want
// to use the default areas)
//MAP0=7168,4096,-1,-1
// To activate ML-sized map #1 uncomment the next line
//MAP1=7168,4096,-1,-1
// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1.
USEMAPDIFFS=0
///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=5
// 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
///////////////////////////////////////////////////////////////
//////// 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=1
// local ip is assumed to be the admin
LocalIPAdmin=1
// Number of chars allowed per account
MaxCharsPerAccount=3
// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=3*24*60
// Max number of Guest accounts allowed
GuestsMax=0
///////////////////////////////////////////////////////////////
//////// 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 0 to allow login to encrypted clients
UseCrypt=1
// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=0
// 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=15
// 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
// Prefix for ingame commands
CommandPrefix=.
// 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=0
// Default setting for all accounts specifying default resdisp.
AutoResDisp=1
// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010
///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////
// 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
// Speed scale factor for weapons
SpeedScaleFactor=15000
// 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=50
// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=0
// Are house and boat keys newbied automatically
AutoNewbieKeys=1
// Maximum number of items allowed in bank
BankMaxItems=9999
// Maximum weight in stones allowed in bank
BankMaxWeight=9999
// If 1 vendors will take gold only from backpack
PayFromPackOnly=0
// Disable weather effects?
NoWeather=1
// Default light level in dungeons
DungeonLight=19
// Day light level 0-30
LightDay=0
// Night light level 0-30
LightNight=19
// Allow manual sector light override?
//AllowLightOverride=1
// Wool Regen Time (in minutes)
WoolGrowthTime=30
packet2=f_on_Move
// 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_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving
CombatFlags=0
// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST = 0x0000002 // Precasting
// MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out
MagicFlags=0
// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0
///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50
// Wether PCs get a resurrection robe when they get resurrected.
NoResRobe=0
// Time for a NPC corpse to decay mins
CorpseNPCDecay=2
// Time for a playercorpse to decay mins
CorpsePlayerDecay=5
// Base decay time in minutes for items
DecayTimer=1
// Put [NPC] tags over chars
CharTags=0
// Flip dropped items
FlipDroppedItems=0
// Monsters run when scared of death
MonsterFear=1
// 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
// Max level npc trainers can go
NPCTrainMax=300
// Percent of own ability npcs can train to
NPCTrainPercent=30
// 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=0
// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=0
// Time in seconds for hitpoint regeneration
Regen0=40
// Time in seconds for mana regeneration
Regen1=30
// Time in seconds for stamina regeneration
Regen2=10
// Time in minutes for food regeneration
// 1*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=e_genelbinek
//Events related to all players
EventsPlayer=fix
//Events related to all regions
//EventsRegion=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 0001 NPC pathfinding
// NPC_AI_FOOD 0002 NPC food search (objects + grass)
// NPC_AI_EXTRA 0004 NPC magics, etc
// NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT 0040 Look for friends in combat
// NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime
// NPC_AI_LOOTING 0100 loot corpses an the way
// NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them
NPCAI=445
///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-2000
// How many minutes are criminals flagged for
CriminalTimer=3
// Times a player can snoop before becoming a criminal
SnoopCriminal=20
// 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
// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1
// How long do guards linger about in minutes
GuardLinger=0
// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=0
// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL 0x00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX 0x01 // MAX* denied
// STAT_FLAG_DENYMAXP 0x02 // .. for players
// STAT_FLAG_DENYMAXN 0x04 // .. for npcs
StatsFlags=0
// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED 0x00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER 0x01 // Enabled only for players
// ADVANCEDLOS_NPC 0x02 // Enabled only for NPCs
AdvancedLos=0
// Default color settings for characters (name, speech)
//ColorNotoGood=063 // blue
//ColorNotoGuildSame=044 // green
//ColorNotoCriminal=03b2 // grey (criminal)
//ColorNotoNeutral=03b2 // grey (can be attacked)
//ColorNotoEvil=026 // red
//ColorNotoGuildWar=02b // orange (enemy guild)
//ColorNotoDefault=03b2 // grey (if not any other)
///////////////////////////////////////////////////////////////
//////// 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_DiagonalWalkCheck = 00000001
// EF_UNICODE = 00000002 // No on Linux
// EF_New_Triggers = 00000008
// EF_Intrinsic_Locals = 00000020
// EF_Item_Strict_Comparison = 00000040
// EF_NewPositionChecks = 00000080 // Do not set while server is running !!!
// EF_WalkCheck = 00000100
// EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler = 00000400
// EF_Size_Optimise = 00000800
// EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_Specific = 01000000 // Specific behaviour, not completly tested
// 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)
Experimental=00000
// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight = 00000020
// OF_Items_AutoName = 00000040
// OF_FileCommands = 00000080
// OF_NoItemNaming = 00000100
// OF_NoHouseMuteSpeech = 00000200
// OF_Flood_Protection = 00001000
// OF_Buffs = 00002000
// OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_Specific = 01000000 // Specific behaviour, not completly tested
OptionFlags=08|0200|080
// 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 ( default 0 )
// FEATURE_LBR_UPDATE 01 // Lbr Monsters
// FEATURE_LBR_SOUND 02 // MP3 instead of MIDI
FeatureLBR = 0
// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A 0x01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B 0x02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP 0x04 // PopUp Menus
// FEATURE_AOS_DAMAGE 0x08
FeatureAOS = 0
// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE 01 // Basic SE features
// FEATURE_SE_NINJASAM 02 // Ninja and Samurai
FeatureSE = 0
// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE 01 // Basic ML features
FeatureML = 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_WALKCODES = 00080 // try the new walk code checking stuff
// 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
//DebugFlags=00
// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0
// Console Hears all that is said on the server
HearAll=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
SectorSleep=10
// Disconnect inactive socket in x min
DeadSocketTime=5
// Always force a full garbage collection on save
ForceGarbageCollect=0
// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=1
// 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 0x00080
// LOGM_SAVE 0x00200 // world save status.
// LOGM_CLIENTS_LOG 0x00400 // all clients as they log in and out.
// LOGM_GM_PAGE 0x00800 // player gm pages.
// LOGM_PLAYER_SPEAK 0x01000 // All that the players say.
// LOGM_GM_CMDS 0x02000 // Log all GM commands.
// LOGM_CHEAT 0x04000 // Probably an exploit !
// LOGM_KILLS 0x08000 // Log player combat results.
// LOGM_HTTP 0x10000
// 01ffff log everything
LogMask=00200
// Amount of time to keep map data cached in sec
MapCacheTime=120
// Max NPC chars for a sector to prevent lag
MaxComplexity=99
// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=999
// 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=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=0
///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////
// Allow casting while equipped
EquippedCast=1
// Words of power for player using magic
WOPPlayer=0
// Words of power for staff using magic
WOPStaff=0
// 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=33
// 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=0372a
TeleportEffectPlayers=0372a
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
// 0020 allow trigger @ExpChange
// 0040 allow trigger @ExpLevelChange
//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
///////////////////////////////////////////////////////////////
//////// external program support
///////////////////////////////////////////////////////////////
// TNG
// on Linux do sth like "/srv/www/"
// on Windows do sth. like "C:\foo\bar\"
StripPath=web\
///////////////////////////////////////////////////////////////
//////// 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=\web\spherestatusbase.html
// Determines where the status page is saved
//WebPageFile=\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]
Ultima Strike
127.0.0.1
2593
//External
//my.ip.goes.here
//2593
[EOF]