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