93 lines
3.8 KiB
Properties
93 lines
3.8 KiB
Properties
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# =========================================== #
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# Java-Build Dev. Team #
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# =========================================== #
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#Grid options: Grids can now turn themselves on and off. This also affects
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#the loading and processing of all AI tasks and (in the future) geodata
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#within this grid.
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#Turn on for a grid with a person in it is immediate, but it then turns on
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#the 8 neighboring grids based on the specified number of seconds.
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#Turn off for self and neighbors occurs after the specified number of
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#seconds have passed during which a grid has had no players in or in
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#any of its neighbors.
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#The always on option allows to ignore all this and let all grids be active
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#at all times (not suggested)
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GridsAlwaysOn = False
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GridNeighborTurnOnTime = 1
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GridNeighborTurnOffTime = 90
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# GeoData options:
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# 0 = GeoData and PathFinding OFF (default)
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# 1 = GeoData used to check Line Of Sight (LOS) targetting and
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# L2Playable movement. You need to download files for data/geodata folder.
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# Monsters can pass walls but not aggro through them.
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# 2 = Full GeoData enabled. Includes PathFinding (requires also /data/pathnode
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# files if CellPathFinding not enabled) and all character moves go through
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# geodata checks (if a mob passes a wall, pathfinding didn't find a route
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# but we allow attack and returning home).
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# Recommended server memory minimum 2 GB, rather 3 GB.
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GeoData = 0
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# GeoData driver to use
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# Default: com.l2j.geodriver.GeoDriver
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GeoDataDriver = com.l2j.geodriver.GeoDriver
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# Cell-level pathfinding, produces more accurate routes but is (maybe 10x)
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# heavier to calculate. Recommended for small servers at least. If False,
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# pathnode files are used. Uses a max nr of nodes in calculation which can
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# be adjusted in the algorithm if it needs to be faster.
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CellPathFinding = false
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# Pathnode directory folder
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PathnodeDirectory = ./data/pathnode
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# Pathfinding array buffers configuration
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Weight for nodes without obstacles far from walls
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LowWeight = 0.5
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# Weight for nodes near walls
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MediumWeight = 2
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# Weight for nodes with obstacles
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HighWeight = 3
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# Angle paths will be more "smart", but in cost of higher CPU utilization
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AdvancedDiagonalStrategy = True
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# Weight for diagonal movement. Used only with AdvancedDiagonalStrategy = True
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# Default: LowWeight * sqrt(2)
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DiagonalWeight = 0.707
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# Maximum number of LOS postfilter passes, 0 will disable postfilter.
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# Default: 3
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MaxPostfilterPasses = 3
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# Path debug function.
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# Nodes known to pathfinder will be displayed as adena, constructed path as antidots.
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# Number of the items show node cost * 10
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# Potions display path after first stage filter
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# Red potions - actual waypoints. Green potions - nodes removed by LOS postfilter
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# This function FOR DEBUG PURPOSES ONLY, never use it on the live server!
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DebugPath = true
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#[True]Loads GeoData buffer's content into physical memory.
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#[False] Does not necessarily imply that the GeoData buffer's content is not resident in physical memory.
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ForceGeodata = False
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# This is setting of Client <--> Server Player coordinates synchronization,
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# -1 - Will synchronize only Z from Client --> Server. Default when no geodata.
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# 1 - Synchronization Client --> Server only. Using this option (without geodata) it is more difficult for players to bypass obstacles
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# 2 - Intended for geodata (at least when cell-level pathfinding, otherwise can try -1 also)!
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# Server sends validation packet if client goes too far from server calculated coordinates.
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CoordSynchronize = -1
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# Falling Damage
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# Allow characters to receive damage from falling.
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# CoordSynchronize = 2 is recommended.
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# True - enabled.
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# False - disabled.
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# Auto - True if geodata enabled and False if disabled.
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# Default: Auto
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EnableFallingDamage = True
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