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coffeemud.ini
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coffeemud.ini
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######################################################################
# Main server IP config
######################################################################
# PORT number for CoffeeMud to listen on. Multiple ports may be separated
# by commas.
PORT=5555
# DOMAIN is the friendly name of your mud server to the outside world.
# For instance, myserver.mydns.org would be an example.
# It is required by the SMTP Server, the two intermud clients
# I3 and IMC2, and the Siplet internal MUD client.
# The SMTP Server will require that all email addresses end
# with this name (ex: [email protected]), so be smart about what
# you put here. See www.dyndns.org for information on getting a free domain
# name.
DOMAIN=
# BIND address, defaults to empty (all IP addresses (multi-homed machine))
#BIND=127.0.0.1
# BACKLOG defaults to 6 - number of connections that can be queued
BACKLOG=6
# MAXCONNSPERIP - maximum connections to allow from a single IP addr. 0=unlimited
# Default is 4
MAXCONNSPERIP=4
# MAXNEWPERIP - maximum new characters per day from a single IP addr. 0=unlimited
# Default is 3
MAXNEWPERIP=3
# Runs the specified web servers. This entry is either the word FALSE to disable
# all internal web servers, or a comma-delimited list of web server names, each
# with their own special configuration ini file of the same name located in your
# /web directory. For instance, if this entry is "pub,admin", then the server
# will look for the files "/web/pub.ini" and "/web/admin.ini" for configuration
# information on those two web servers to start.
# Default is pub,admin
RUNWEBSERVERS=pub,admin
# Runs smtpserver if the value is 'true' (case insensitive)
# any other value, or absence of line, will mean the smtpserver is not loaded
RUNSMTPSERVER=TRUE
# SMTPSERVERNAME defines the name of the smtp server to use when sending out-going
# emails. If blank, the system will attempt to connect to the mail server denoted
# by the email addresses directly. Otherwise, the given server will be used as
# a relay server. If you want to implement SMTP authentication, you can include
# a comma followed by either LOGIN or PLAIN, followed by the user name, followed
# by the password.
# Example: smtp.relayhost.com
# Example: smtp.relayhost.com,PLAIN,user,password
SMTPSERVERNAME=
# ADMINEMAIL is the admin email address for your mud. Used for I3 and MSSP
ADMINEMAIL=
# MUDSTATE is a string describing the status of your mud. This is used for
# I3 and MSSP reporting. Values are numeric, and include:
# 0 = Alpha (MudLib Development)
# 1 = Closed Beta (Restricted Access)
# 2 = Open Beta (Beta Testing)
# 3 = Live (Open to the public)
# Changes will require a mud reboot to take full effect. Default value is 3.
MUDSTATE=2
# CHARSETINPUT is the name of the Java Character set to use for the default
# input stream. Default is iso-8859-1
CHARSETINPUT=iso-8859-1
# CHARSETOUTPUT is the name of the Java Character set to use for the default
# output stream. Default is iso-8859-1
CHARSETOUTPUT=iso-8859-1
######################################################################
# JDBC Database fields
######################################################################
# DBCLASS is the name of the JDBC Driver, typically sun.jdbc.odbc.JdbcOdbcDriver
# DBSERVICE is the name of the JDBC Service as defined by your local operating system
# DBUSER is a user name required to log into the JDBC service
# DBPASS is the password for the above user name
# DBCONNECTIONS is the maximum number of connections to make to the database
# DBPINGINTERVALMINS is the number of minutes between forced pings of idle connections
# DBREUSE is true if you want the system to reuse connections instead of making new ones
#
#Here are example settings for a System ODBC Service called "CoffeeMudAccess":
# DBCLASS=sun.jdbc.odbc.JdbcOdbcDriver
# DBSERVICE=jdbc:odbc:CoffeeMudAccess
#Here are example settings for a Derby database called "coffeemud":
# DBCLASS=org.apache.derby.jdbc.EmbeddedDriver
# DBSERVICE=jdbc:derby:C:/db-derby-10.1.2.1-bin/frameworks/embedded/bin/coffeemud
# DBREUSE=TRUE
#Here are example settings for a HSQLDB database
# DBCLASS=org.hsqldb.jdbcDriver
# DBSERVICE=jdbc\:hsqldb\:hsql\://localhost\:9001
# DBUSER=sa
# DBREUSE=TRUE
#Here are example settings for a Postgres database called "coffeemud"
# DBCLASS=org.postgresql.Driver
# DBSERVICE=jdbc\:postgresql\://localhost\:5432/coffeemud
# DBUSER=postgres
# DBREUSE=TRUE
##And here are example settings for a MySQL database called "coffeemud":
# DBCLASS=com.mysql.jdbc.Driver
# DBSERVICE=jdbc\:mysql\://localhost\:3306/coffeemud
# DBUSER=root@localhost
# DBREUSE=TRUE
##And lastly, here are the default settings for the fakedb database:
DBCLASS=com.planet_ink.fakedb.Driver
DBSERVICE=jdbc:fakedb:resources/fakedb
DBUSER=
DBPASS=
DBCONNECTIONS=2
DBREUSE=TRUE
DBPINGINTERVALMINS=60
# LANGUAGE and COUNTRY are used to build the name of the two properties files
# located within the resources directory which are used to define input and
# output text filtering. The input filter is called parser_en_TX.properties
# (when LANGUAGE and COUNTRY are en and TX respectively). The output filter
# file is called translation_en_TX.properties.
# Default for LANGUAGE is en, and the default for COUNTRY is TX
LANGUAGE=en
COUNTRY=TX
######################################################################
# IMC2 Settings
######################################################################
# IMC2 client is run if RUNIMC2CLIENT is TRUE.
RUNIMC2CLIENT=FALSE
# The IMC2HUBNAME, IMC2HUBPORT values all require a visit to the
# IMC2 Main web site at: http://www.mudbytes.net/intermud-connection
IMC2HUBNAME=server02.mudbytes.net
IMC2HUBPORT=9000
# The IMC2LOGIN should be a version of your muds name without spaces.
# This may require registration with the network you are joining. For
# the MudDomain network, you do not have to register -- just put your
# muds name in, and some arbitrary passwords in IMC2PASS1 and IMC2PASS2.
IMC2LOGIN=MyMudsNameWoSpaces
IMC2PASS1=pass1
IMC2PASS2=pass2
# Put anything you like for IMC2MYEMAIL and IMC2MYWEB. They are just
# display fields for the IMC2 INFO command.
IMC2MYWEB=http://localhost:27744
# The IMC2CHANNELS are a comma separated list of channels.
# Each entry consists of the channel name, a channel participant mask,
# and the corresponding imc2 channel name (including hub:).
# The channel mask uses the same flags as is shown in the Archon help
# files under ZAPPERMASKS. The mask may also include the word
# READONLY to make the channel read-only, or PLAYERREADONLY to make
# the channel read-only to players alone.
# Example: IMC2CHANNELS= IMCCHAT +SYSOP -NAMES Hub01:ichat
IMC2CHANNELS=
######################################################################
# InterMud 3 Settings
######################################################################
# RUNI3SERVER is run if first value is TRUE
RUNI3SERVER=TRUE
# The ICHANNELS are a comma separated list of channels.
# Each entry consists of the channel name, a channel participant mask,
# and the corresponding imud3 channel name.
# The channel mask uses the same flags as is shown in the Archon help
# files under ZAPPERMASKS. The mask may also include the word
# READONLY to make the channel read-only, or PLAYERREADONLY to make
# the channel read-only to players alone.
ICHANNELS=ICOFF -LEVELS +>91 coffeemud_universe
# The I3PORT is the listening port for the I3 server.
I3PORT=27766
# I3ROUTERS = comma delimited list of acceptable i3 routers in the
# form host:port:password
# Example I3ROUTERS=204.209.44.3:8080:*i4
I3ROUTERS=204.209.44.3:8080:*i4
######################################################################
# CoffeeInterMud 1 Settings
######################################################################
# RUNCM1SERVER is run if first value is TRUE
RUNCM1SERVER=TRUE
# The CM1CONFIG is path to a cm1.ini files. This is where the bulk
# of the CM1 server configuration is kept.
# Default is /web/cm1.ini
CM1CONFIG=/web/cm1.ini
######################################################################
# Security related configuration variables
######################################################################
# The SYSOPMASK string defines the criteria by which an all-powerful
# system operator/administrator is defined. The players who meet
# this critera may perform any and all administrative commands
# anywhere, at any time. The mask uses the same flags as is
# shown in the Archon help files under ZAPPERMASKS.
# Default is -ANYCLASS +Archon
SYSOPMASK=-ANYCLASS +Archon
# WIZLISTMASK is a mask that determines which names appear
# when the WIZLIST command is used. If empty, the default mask is used, which
# is: -ANYCLASS +Archon. See the HELP ZAPPERMASK for more information, though
# ONLY those flags dealing with name, class, race, and level will apply.
WIZLISTMASK=
# HASHPASSWORDS defines whether passwords are hashed before saving to the DB.
# This provides some level of security for those who don't trust their DB
# admins, or expose their DB to others. However, when users forget their
# passwords, the user will have to generate a new password to email it.
# Set to YES to start hashing passwords.
HASHPASSWORDS=NO
# The JSCRIPTS parameter defines the use of JavaScript in Scriptable
# behaviors. If the setting is 0, then JavaScripts are
# never executed in Scriptable behaviors. A value of 2 (default) means
# they're always executed. A value of 1 requires approval by a player
# whose security matched the SYSOPMASK above. Approval is done
# through the MODIFY JSCRIPTS command.
JSCRIPTS=1
# The GROUP_ strings define a series of security access group.
# The remainder of each configuration variable name (after "GROUP_")
# is the name of the group being defined. The value is a comma
# delimited list of security codes. Players who belong to the
# security groups defined here gain the capabilities and functionality
# defined by the security codes. See AHELP SECURITY for a
# valid list of security codes. A few default groups are defined
# below. Remember that the name of the group is the part AFTER the
# word "GROUP_". So, for example, the name of the group defined by the
# entry GROUP_SUBOP is actually SUBOP.
GROUP_QUESTMASTERS=POSSESS, AT, AFTER, CMDQUESTS, GOTO, COPYITEM, COPYMOB, IMMORT
GROUP_SUBOP=AHELP, AREA ANNOUNCE, AREA AT, AREA COPYMOBS, AREA COPYITEMS, \
AREA COPYROOMS, AREA CMDROOMS, AREA CMDITEMS, AREA CMDEXITS, \
AREA CMDRACES, AREA GOTO, AREA POSSESS, AREA STAT, AREA SYSMSGS, \
AREA TRANSFER, AREA WHERE, AREA RESET, AREA KILLDEAD, AREA ORDER, \
AREA ABOVELAW, AREA WIZINV, AREA CLOAK, AREA CMDMOBS, IMMORT, TRAILTO, SESSIONS, \
AREA POOF, AREA PURGE, AREA RESTRING, AREA LISTADMIN, AREA TRAILTO, \
AREA SUPERSKILL, AREA LOADUNLOAD, AREA MXPTAGS, CARRYALL, TASKS, AREA GMODIFY, \
VFS: RESOURCES
GROUP_TRAVELER=GOTO
GROUP_WIZI=WIZINV, ABOVELAW, CLOAK
GROUP_MISCHIEF=POSSESS, AT, STAT
GROUP_SLAYER=KILLDEAD
GROUP_ASSISTANT=COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, SUPERSKILL
GROUP_ASSISTANT2=COPYMOBS, COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, \
RESTRING, WHERE, SUPERSKILL
GROUP_ASSISTANT3=COPYMOBS, COPYITEMS, SESSIONS, RESET, TRANSFER, PURGE, BEACON, \
TICKTOCK, RESTRING, SNOOP, WHERE, SUPERSKILL, TRAILTO
GROUP_IMPLEMENTOR=AHELP, ANNOUNCE, AT, COPYMOBS, COPYITEMS, COPYROOMS, CMDROOMS, \
CMDITEMS, CMDEXITS, CMDRACES, GOTO, POSSESS, STAT, SYSMSGS, \
TRANSFER, WHERE, RESET, KILLDEAD, ORDER, ABOVELAW, WIZINV, \
CMDMOBS, IMMORT, TRAILTO, SESSIONS, SUPERSKILL, MXPTAGS, \
CLOAK, CARRYALL, TASKS, GMODIFY, FS: RESOURCES, CATALOG
GROUP_SYSOP=AFTER, AHELP, ANNOUNCE, AT, BAN, BEACON, BOOT, COPYMOBS, COPYITEMS, \
COPYROOMS, CMDQUESTS, CMDSOCIALS, CMDROOMS, CMDITEMS, CMDEXITS, CMDAREAS, \
CMDRACES, CMDCLASSES, NOPURGE, KILLBUGS, KILLIDEAS, KILLTYPOS, CMDCLANS, \
DUMPFILE, GOTO, LOADUNLOAD, CMDPLAYERS, POSSESS, SHUTDOWN, SNOOP, STAT, \
SYSMSGS, TICKTOCK, TRANSFER, WHERE, RESET, RESETUTILS, KILLDEAD, MERGE, \
IMPORTROOMS, IMPORTMOBS, IMPORTITEMS, IMPORTPLAYERS, EXPORT, EXPORTPLAYERS, \
EXPORTFILE, ORDER, I3, ABOVELAW, CMDMOBS, SUPERSKILL, JOURNALS, PKILL, \
SESSIONS, TRAILTO, LISTADMIN, MXPTAGS, CMDFACTIONS, CARRYALL, KILLASSIST, \
TASKS, ALLSKILLS, JSCRIPTS, GMODIFY, COMPONENTS, EXPERTISES, TITLES, FS: , \
CMDABILITIES, IDLEOK, CATALOG, CMDRECIPES
######################################################################
# Player COMBAT related configuration variables
######################################################################
# COMBATSYSTEM determines how players are able to use their speed/number of
# attacks during combat. Values include:
# DEFAULT All standard actions must be used for standard attacks or movement,
# One bonus action is granted per round during combat for general use.
# QUEUE All standard actions are dequed from player commands entry. Any
# remaining unused actions are used for standard attacks or movement.
# MANUAL All standard actions are dequed from player commands entry.
# Remaining unused actions are lost.
# TURNBASED Players must spend all their actions within a given amount of time.
#
COMBATSYSTEM=DEFAULT
# SHOWDAMAGE toggles whether players will see the damage dealt to foes.
# YES Show damage in numbers, as well as words
# NO Only show words
# SOURCE Attacker sees numbers and words, target only sees words.
# TARGET Target sees numbers and words, attacker only sees words.
# Default is NO
SHOWDAMAGE=NO
# PROWESSOPTIONS sets whether combat, defensive, and base damage prowess is shown
# in the score command, and if so, how and with what options. Options are comma
# delimited.
# ARMOR-ABSOLUTE Include the default absolute armor prowess string.
# ARMOR-NUMBER Include the numeric absolute armor value.
# ARMOR-ADV Include adverbs when the armor value is exceptional.
# ARMOR-ADJ Include an adjective relative to a mob of the same level.
# COMBAT-ABSOLUTE Include the default absolute combat prowess string.
# COMBAT-NUMBER Include the numeric absolute combat/attack value.
# COMBAT-ADV Include adverbs when the combat value is exceptional.
# COMBAT-ADJ Include an adjective relative to a mob of the same level.
# COMBAT-NOUN Include a level-based combat/attack noun.
# *
# Include SKILL-PROFICIENCY to show words instead of skill proficiency numbers
# Include STAT-PROFICIENCY to show words instead of char stat numbers
# Include FACTION-RANGE to show only faction ranges instead of numbers
# Set the value to NONE to include none of the options above.
# Set the value to blank to default to ARMOR-ABSOLUTE, ARMOR-NUMBER,
# COMBAT-ABSOLUTE, COMBAT-NUMBER
# Default is blank
PROWESSOPTIONS=
# INJURYSYSTEM controls various variables dealing with limb injury, bleeding,
# and amputation. Each variable is separated by a comma, and does not include
# the % character, even though the first four values are percentages.
# The first variable is a % chance per hit of a limb being affected.
# The second is a % of hit points threshold before limbs start being affected.
# The third is % of hit points which must be done in a single blow to remove
# a limb before the limb is destroyed normally.
# The fourth is a % chance a limb is removed when it has been damaged 100%
# The fifth is multiplier that increases actual % limb damage done per hit.
# or has received a massive damage attack defined by the third variable.
# The sixth value is the MINIMUM player level that can lose limbs.
# The seventh value is the MINIMUM player level that can start bleeding
# The eighth value is the % of hp lost by a player in one blow to start bleeding.
# The ninth value is the % chance, on losing a limb, of bleeding.
# The default value is 100,60,10,100,4,10,15,20,100
INJURYSYSTEM=100,60,20,100,4,10,15,20,100
# The PLAYERKILL describes how/whether players may kill each other.
# The default is OPTIONAL-4, but valid values include:
# ALWAYS Players may kill each other at will.
# ALWAYS-X Players may kill each other at will, but only if they
# are within X levels of each other.
# OPTIONAL Players must both have their PKILL option turned on
# in order to kill each other.
# OPTIONAL-X Players must both have their PKILL option turned on
# in order to kill each other, but must also be within
# X levels of each other.
# ONEWAY Same as OPTIONAL, but player can never turn PKILL off.
# ONEWAY-X Same as OPTIONAL-X, but player can never turn PKILL off.
# NEVER Players may never kill each other.
# The above does not affect DUELing.
PLAYERKILL=OPTIONAL-4
# The PLAYERDEATH describes what happens to a player when they die.
# Multiple entries may be included, and are separated by commas.
# The default is EXPERIENCE, but valid values include:
# PURGE The player is erased from the system.
# UNLEVEL X The player loses X levels of experience.
# LOSESKILL The player loses a random skill
# ASTRAL The player becomes an astral spirit.
# ASTRAL_RES As ASTRAL, but player can self-resurrect.
# EXPERIENCE The player loses 100 experience points per level
# OUT X The player goes safely unconscious for x ticks
# RECALL The player simply recalls to their death room (no body)
# (a number) The player loses a flat X experience points when they die.
# (expression) The players lost experience is calculated based on the
# give math expression, using + - * / (), and using @x1 to
# stand for the players level, and @x2 the killers level
PLAYERDEATH=(@x1 * 50) < 2000
# MOBDEATH describes what happens to a non-player when they die.
# The default is DEATH, but you can also use one of the following:
# DEATH They die. They don't come back until they rejuv.
# OUT (expr) They go unconscious for # ticks determined by the
# expression. Use +-*/(), and @x3 to insert rejuv ticks.
MOBDEATH=DEATH
# The FLEE parameter describes what happens to a player when they flee combat.
# Multiple entries may be included, and are separated by commas.
# The default is EXPERIENCE, but valid values include:
# PURGE The player is erased from the system.
# UNLEVEL X The player loses X levels of experience.
# LOSESKILL The player loses a random skill
# ASTRAL The player becomes an astral spirit.
# ASTRAL_RES As ASTRAL, but player can self-resurrect.
# OUT X The player goes safely unconscious for x ticks
# EXPERIENCE The player loses 5 xp per level above killers. Min 10.
# RECALL The player recalls to their death room as per death
# (a number) The player loses a flat X experience points when they flee.
# (expression) The players lost experience is calculated based on the
# give math expression, using + - * / (), and using @x1 to
# stand for the players level, and @x2 the killers level
# (blank) Fleeing has no bad consequences, breaking several char classes.
FLEE=EXPERIENCE
# The EXPRATE describes how quickly experience rises or falls
# with level differences. The default is 6. Lower numbers
# increase the rate of experience gain ascent/descent as
# level differences increase/decrease. A value of 0 means
# no bonus or penalty experience based on level differences.
EXPRATE=6
# The CORPSEGUARD string is used to determine who may loot the
# corpses of dead players. Use ALL to allow anyone to loot
# them (default), SELFONLY will only allow the players to loot
# their own corpses, and the PKONLY flag will allow the players, or
# other players with the playerkill flag turned on to loot.
CORPSEGUARD=ALL
# The ITEMLOOTPOLICY is left blank to not implement any item-loss
# when mobs are killed. Otherwise you can implement one or more
# rules separated by semicolons. Each rule includes one or more
# of the following: a % chance that an item will be affected by
# the rule when a mob is killed and the corpse is generated, the
# keyword RUIN to designate that the rule ruins the item, the
# keyword LOSS to designate that the rule destroys the item, the
# keyword UNWORN to designate that the rule only applies to unworn items, the
# keyword WORN to designate that the rule only applies to worn items, an
# ending keyword MASK= followed by a Zapper Mask (see HELP ZAPPERMASKS).
# Example: ITEMLOOTPOLICY=10% RUIN;15% LOSS; 99% RUIN MASK=-MATERIAL +WOODEN
# Default is blank.
ITEMLOOTPOLICY=
# The AUTOREACTION system is a general way to get mobs to react to
# players based on their past behavior. There are presently three
# systems available: AREA, RACE, and NAME. The AREA system will cause
# mobs reactions to be based on the players behavior in the area
# while NAME is based on the players behavior towards mobs of
# that name. Reaction causing behavior includes killing as well
# as being sociable and hanging around. A blank value disables
# this system, which can be cpu and possibly memory intensive.
# Example: AUTOREACTION=AREA
# Default is blank.
AUTOREACTION=
# The number of ticks that a player challenged to a duel has to
# consider that challenge. Once this time expires, new challenges
# may be issued. Default is 5 ticks (roughly 20 seconds)
DUELTICKDOWN=5
######################################################################
# Miscellaneous Player related configuration variables
######################################################################
# The CLASSSYSTEM describes how the character classing system works.
# The default is 'SUB', but valid values include:
# SUB Player can create a character in any one Base class,
# and take levels in any of that Base classes subclasses
# by switching.
# NO Disables all multi-classing, allowing users to pick from
# any of the player-selectable classes, but not to change.
# NO-BASE Disables all multi-classing, allowing users to pick from
# any of the base classes, but not to change.
# NO-SUBONLY Disables all multi-classing, allowing users to pick from
# any of the sub classes, but none of the base classes.
# NO-[X] Specify a one and only class that players must take and
# keep. Where [X] is a CLASS ID or name. Kinda like APP-*
# NO-GRP-[X] Specify a one and only class group that players may pick
# from and stick with. Where [X] is a BASE CLASS ID or name.
# MULTI Allows the player to select from any of the user-selectable
# classes, and then to take levels in any other class at will.
# APP-SUB All players start as Apprentice, thereafter same as
# the SUB option above.
# APP-NO All players start as Apprentice, and are allowed to change
# to any other class exactly once, and are stuck thereafter.
# APP-MULTI All players start as Apprentice, thereafter same as
# the MULTI option above.
# DISABLED Disables the class system altogether. This is the same as
# including CLASSES in the DISABLE flag.
CLASSSYSTEM=SUB
# The FACTIONS string is a semicolon delimited list of paths
# to one or more faction INI files to preload. Preloading a
# faction is required if automated assignment of faction values
# is required by that faction. Note that subdirectories are
# allowed, but use '/' instead of '\' Default is "alignment.ini"
FACTIONS=alignment.ini
# If the INTRODUCTIONSYSTEM flag is set to YES, will allow players to
# see each other only by their race, until such time as they say
# their own names outloud -- in effect "introducing" themselves.
INTRODUCTIONSYSTEM=NO
# The LASTPLAYERLEVEL setting is the maximum level that a player can
# gain via mundane experience gain. Beyond this level, the player
# must gain via Archon magic items, or the Archon modify command.
# Note, however, that this level setting is arbitrary. Any value
# from 1 to 2147483647 are acceptable last levels.
# Default is 91
LASTPLAYERLEVEL=91
# The STARTHP setting is the default starting hit points for all players.
# Default is 20.
STARTHP=20
# The STARTMANA setting is the default starting mana for all players.
# Default is 100.
STARTMANA=100
# The STARTMOVE setting is the default starting movement for all players.
# Default is 100.
STARTMOVE=100
# The COMMAND TIMES are default values to use for the number
# of actions required to use the typical non-instant command. DEFCMDTIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMCMDTIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of command IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining commands. Default is 0.15 and 1.0
# Example: DEFCMDTIME=Score 1.0, East 0.5, 0.15
DEFCMDTIME=0.15
DEFCOMCMDTIME=1.0
# AWARERANGE determines whether the auto-mapping system is enabled. If this
# value is greater than 0, it represents the size of the map shown.
# Default is 0.
AWARERANGE=0
# EQVIEW determines how players equipment is seen by themselves and others.
# DEFAULT Equipment is listed by wear location for all involved.
# MIXED Equipment is listed by wear location for yourself, and seen
# in paragraph form by others.
# PARAGRAPH Equipment is always seen in paragraph form.
EQVIEW=DEFAULT
# EXVIEW determines how exits are seen by users
# DEFAULT Exits are seen as a list of exit names and room titles, unless BRIEF on
# BRIEF Exits are seen simply as a list of directions, unless EXAMINE is used.
# PARAGRAPH Exits are seen in paragraph form in the room description only.
# MIXED Exits are seen in paragraph form in the room description and as BRIEF.
EXVIEW=DEFAULT
# The FOLLOWLEVELDIFF allows you to set a level range limit
# for player followers. A value of 0 disables the limit.
FOLLOWLEVELDIFF=0
# The MAXSTATS value is the maximum total to which all
# new character statistics (strength, intelligence, wisdom...)
# will total when added together. The default is 70. This
# value is only relevant when STARTSTAT<=0
MAXSTATS=70
# The BASEMINSTAT value is the base minimum value for all
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race and through training or random
# rolls when a character is created. The default is 3.
BASEMINSTAT=3
# The BASEMAXSTAT value is the base maximum value for all
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race. The default is 18.
BASEMAXSTAT=18
# The STATCOSTS is a comma-separated list of conditions and points which
# together describe how many training points it costs to raise a primary
# stat (str, int, dex, etc) with the Train command. The condition must
# start with a comparison on the current stat of the player, such as
# <18, <=23, <25, <99 etc. This is followed by a space and the number of
# training points it costs to raise the stat to the next point.
# Default is <18 1, <22 2, <25 3, <99 5
STATCOSTS=<18 1, <22 2, <25 3, <99 5
# The STARTSTAT value is the starting value for all player
# primary stats (str, int, wis, etc). This value is modified
# up or down by class or race.
# If this is 0 the system will allow the starting stats to be
# rolled randomly during character creation, with MAXSTATS as
# a maximum total.
# If this is -1 the system will start all player stats at BASEMINSTAT
# and allow the player to spent MAXSTATS - 18 points in any
# way they like, though no stat can be spent above BASEMAXSTAT.
# Default is 0.
STARTSTAT=0
# The STARTINGITEMS list is a comma-delimited list of item IDs
# or Names. These can be either standard item IDs, or an item
# from the global Item catalog. To give more than one of an item,
# it should be prefixed with a number. These are items given
# to all new characters created. To give no items, use ",".
# An Item list can be prefixed with a race to distinguish.
# Example: 13 Shield, 5 ShortSword, Pixie, 1 Apple, 1 Waterskin
# Default: 1 Ration, 1 Waterskin, 1 Torch
STARTINGITEMS=1 Ration, 1 Waterskin, 1 Torch
# The CHARCREATIONSCRIPTS value is a comma-delimited list of
# Scriptable files/scripts that will be executed during player
# creation to allow you to get more information from the user
# and do something with it. Each file/script listed here may
# be optionally preceded by a code and an colon to tell
# the system after which step to execute the script. Codes:
# PASSWORD, EMAIL, ANSI, THEME, RACE, GENDER, STATS, CLASS,
# FACTIONS, END (default)
# Only the ONCE_PROG will be executed. See Scriptable Guide.
# Default value is empty.
# Ex: CHARCREATIONSCRIPTS=FACTIONS:LOAD=progs/chardesc.script
CHARCREATIONSCRIPTS=
# The MAXITEMSHOWN tells the system how many different items
# to show, when listing items using the normal LOOK command,
# before it will begin to simply summerize the remainder.
# The LONGLOOK (EXAMINE) command will always show all items,
# and a value of 0 will disable this feature. The default
# value is 5.
MAXITEMSHOWN=5
# The DEFAULTPLAYERFLAGS is a comma-delimited list of player
# flags to turn on by default when a player is first created,
# or for the time before they log in. Options include:
# AUTOGOLD, AUTOLOOT, AUTOEXITS, AUTOASSIST, ANSI COLOR, SYSMSGS,
# AUTOMELEE, PLAYERKILL, BRIEF, NOFOLLOW, AUTOWEATHER, AUTODRAW,
# AUTOGUARD, SOUNDS, AUTOIMPROVEMENT, NOTEACH, AUTONOTIFY,
# AUTOFORWARD, MOTD, QUIET, MXP, COMPRESSED, AUTORUN
# Default is empty.
DEFAULTPLAYERFLAGS=
# The RECOVERRATE is the number of ticks between natural state
# recovery (hp/mana/move). Default is 1.
RECOVERRATE=1
# The REMORTMASK is a zappermask to describe what sort of player
# can use the REMORT command. (See archon help on ZAPPERMASKS)
# Default is -LEVEL +>60
REMORTMASK=-LEVEL +>60
# The REMORTRETAIN is a comma-delimited list of things that a player
# retains when they remort. These are typically personal stats that
# cannot be retained otherwise. Things like bank accounts and other
# property, since they can be easily transferred, are always retained.
# Each entry can be prefixed (or suffixed) with a percentage amount
# to keep.
#
# Values include:
# HITPOINTS, MANA, MOVES, FACTIONS, LEVELS, ATTACK, QUESTPOINT
# DAMAGE, SKILLS, SKILLSAT100, DEFENSE, EXPERTISES, BONUSSTATPOINTS,
#
# SPECIAL values include:
# RACE to retain the existing race
# GENDER to retain the existing gender
# CHARCLASS to retain the existing character class
# STATS to retain the existing character stats
#
# Default is 100% FACTIONS, 100% QUESTPOINT
REMORTRETAIN=100% FACTIONS, 100% QUESTPOINT, RACE, GENDER
# The RACEMIXING string allows you to override the default behavior
# of the system whereby, when two different races mate through
# magical help, a new GenRace is generated that is a mix of their
# attributes. This entry may be blank to use the default system,
# FATHER to always use the fathers race, MOTHER to always use
# the mothers race, or a series of comma-delimited entries like
# RACE1+RACE2=RACE3 to specify that the mixing of two particular
# races will always generate a specific third race. Default is blank.
RACEMIXING=
# HUNGER allows one to tweek the game hunger system. This
# is a comma-delimited list of 3 numbers. The first number is
# the base maximum amount of food that a base stomach can hold
# (it is adjusted by size/weight). The second number is a pct
# to change the base amounts consumed. The third number is a pct
# to change the base amounts lost through exercise.
# Default is 500,100,100
HUNGER=500,100,100
# THIRST allows one to tweek the game thirst system. This
# is a comma-delimited list of 3 numbers. The first number is
# the base maximum amount of drink that a base stomach can hold
# (it is adjusted by size/weight). The second number is a pct
# to change the base amounts drank. The third number is a pct
# to change the base amounts lost through exercise.
# Default is 1000,100,100
THIRST=1000,100,100
# EXPDEFER determines whether a player receives earned experience right away,
# or whether it is deferred until later. The normal state is that experience
# is awarded the moment it is earned, where it is earned. However, this
# field lets you defer the awarding of earned experience until an event or
# action is taken.
# If the value is empty, the normal state holds.
# To defer experience awarding, begin with entering the number of mud-hours
# reflecting the frequency that such experience is awarded, followed
# by a space and a percentage of xp to allow to be deferred, followed
# by a space and COMMAND(ARGUMENT STRING) , followed by a space and a
# zappermask. This will cause xp that is earned to be deferred until
# entering the given command and given optional argument. If the command
# name begins with $ then the base command is still executed after the xp
# is dispursed. A wilcard * may be used in the argument.
# The optional Zappermask then describes who must be in the same room;
# see AHELP ZAPPERMASK for more info. Unlike most static zappermasks,
# this one may contain variables from the player enclosed in braces {},
# such as {RACE} {CHARCLASS} {LEVEL}, etc. See also DISABLE SHOWXP.
# Example: 6 200% SAY(Give me XP!) -EFFECTS +MOBTeacher -ANYCLASS +{CHARCLASS}
# An empty value (default) is normal
EXPDEFER=
# RPAWARDS determines the amount (or %) of experience which can be earned
# by doing role playing type actions and a space followed by the minimum
# seconds between each award, followed by the a comma-delimited
# list of actions which may earn a player role playing xp and the nominal
# amount to award. The actions include:
# INTRODUCE-PC : introduce yourself to a player
# INTRODUCE-NPC: introduce yourself to an npc
# SAY-PC: Say, Say-To, whisper, or yell to a player
# SAY-NPC: Say, Say-To, whisper, or yell to an npc
# SOCIAL-PC: Target a social at a player
# SOCIAL-NPC: Target a social at an npc
# SOCIAL-OTH: Target a social at a room or oneself
# GOAFK: the player goes AFK
#
# NO RXP is earned while Fatigued, Hungry or Thirsty.
# Example:
# RPAWARDS=25% 8, INTRODUCE-PC 20, INTRODUCE-NPC 5, SAY-PC 5, SAY-NPC 1, SOCIAL-PC 10, SOCIAL-NPC 1, SOCIAL-OTH 1, GOAFK -25
# Default is empty (role playing xp is disabled)
RPAWARDS=
# LOGOUTMASK is an optional zappermask that the player must match in order
# to logout of the game, quit, or switch to another account character.
# Dropping the connection in the wrong state will keep the vulnerable player
# in game. See AHELP ZAPPERMASK for more information.
# Example:
# LOGOUTMASK=-LOCATION +OWNED +CLANOWNED +PRIV +ROOMSTR(Inn) +ROOMSTR(Hotel)
LOGOUTMASK=
######################################################################
# Ability/Skill related configuration variables
######################################################################
# The MANACONSUMETIME and MANACONSUMEAMT allows you to set
# a rate in ticks at which temporary spell affects
# consume mana automatically.
# An amount of mana determined by [MANACONSUMEAMT]
# is consumed every [MANACONSUMETIME] ticks for each
# spell affect.
# A good value for MANACONSUMETIME would be 10 (10 ticks).
# MANACONSUMEAMT is an amount of mana, but can also be
# set to LEVEL for player level, or SPELLLEVEL for spell level.
# A value of 0 for MANACONSUMETIME disables this feature.
# Default is 0 (disabled) for both.
MANACONSUMETIME=0
MANACONSUMEAMT=0
# The MANACOST value is the maximum amount of mana/move consumed
# by a skill or spell which does not override its own mana/move
# costs. The default is 50. A value of -1 will add in a players
# lowest qualifying level for the skill/spell to the default value.
# You may also include a comma delimited list of spell/skill IDs
# followed by their specific minimum values for exceptions.
# Example: MANACOST=Spell_Shield 10, Skill_Recall 5, -1
MANACOST=50, Skill_Recall 25
# The MANAMINCOST value is the minimum amount of mana/move consumed
# by a skill or spell which does not override its own mana/move
# costs. A value of -1 will use a players lowest qualifying level
# for the skill/spell, or the value of 5, whichever is greater.
# You may also include a comma delimited list of spell/skill IDs
# followed by their specific minimum values for exceptions.
# Example: MANAMINCOST=Spell_Shield 10, Skill_Recall 5, -1
# The default is -1.
MANAMINCOST=-1
# ABILITY COSTS are three fields which define the number of
# trains, xp, money, and/or practices required to gain an ability by
# default. Common skills and Languages are considered different
# from other skills, and are thus listed separately. The format is
# a number followed by either the word TRAIN, PRACTICE, XP, or GOLD
# (in any local currency). Use @x1 to refer to the level of the skill
# or @x2 to refer to the level of the player. This can include a
# comma-delimited list of overrides, prefixed with the ID of the skill.
# Example: SKILLCOST=1 TRAIN, Spell_Sleep 50*@x1 GOLD
# The defaults: 1 TRAIN for SKILLCOST, 3 PRACTICES for LANGCOST.
# and 1 TRAIN for COMMONCOST.
COMMONCOST=1 TRAIN
SKILLCOST=1 TRAIN, Skill_WildernessLore 1 PRACTICE, PlayInstrument 3 PRACTICE
LANGCOST=3 PRACTICE
# WALK AND RUN COST are the two fields which define the number of
# movement points required to traverse one room.
WALKCOST=1
RUNCOST=2
# MAX ABILITIES are some default limits on the number of skills
# of various types that can be trained or gained by players.
# These only apply when the skills are qualified for by ALL classes,
# and are not specific class skills. Artisans, for example,
# override all common skill limits for this reason.
# A value of 0 removes all limits. Defaults are 0 for common skills,
# 2 for crafting skills, 5 for non-crafting skills, and 3 for langs.
MAXCOMMONSKILLS=0
MAXCRAFTINGSKILLS=2
MAXNONCRAFTINGSKILLS=5
MAXLANGUAGES=3
# The ABILITY TIMES are default values to use for the number
# of actions required to cast a spell or use a skill. DEFABLETIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMABLETIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of Skill IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining commands.
# Example Skill_Recall 2.0, Spell_Fireball 1.0, 0.23
# Default is 0.10 and 1.0
DEFABLETIME=0.10
DEFCOMABLETIME=1.0
# The SOCIAL TIMES are default values to use for the number
# of actions required to perform a social. DEFSOCTIME
# refers to the number of actions required when the player is not
# in combat. DEFCOMSOCTIME is the number of actions required when the
# player is in combat. Typically, 1.0 means a full 4 second tick.
# You may also include a comma delimited list of Social IDs
# followed by their specific cost values for exceptions. An entry without
# an ID applies to all remaining socials.
# Example Bathe 2.0, Smile 1.0, 0.23
# Default is 0.10 and 1.0
DEFSOCTIME=0.10
DEFCOMSOCTIME=1.0
######################################################################
# Start, Death, and Morgue Room Configuration
######################################################################
# The START string is the room ID that new players appear at:
# This is the simplest form. You may include other entries
# to specify specific start rooms for racial categories or races
# (START_ELF, START_HUMAN, etc..). You may also create entries for
# alignment, deity, class, or faction (START_FIGHTER, START_GOOD..),
# or even level (START_1, ...).
# You can also use START_MASK to tie a start room to a mask by
# setting the key equal to room id followed by an equal sign,
# then a mask (see ahelp ZAPPERMASK).
# Example: START_FIGHTER=FighterSchool#10
START=New Area#0
# The DEATH string is the room ID that new players appear at
# when they die. This is the simplest form, where the death
# room is made the same as the start room. You may include
# other entries to specify specific death rooms for racial
# categories or races (DEATH_ELF, DEATH_HUMAN, etc..). You may also use
# alignment, deity, class, or faction (DEATH_GOOD, DEATH_FIGHTER, etc..),
# or even level (DEATH_13, ...).
# You can also use DEATH_MASK to tie a death room to a mask by
# setting the key equal to room id followed by an equal sign,
# then a mask (see ahelp ZAPPERMASK).
# Detault is START, which brings the user back to their recall room.
# Use MORGUE to bring the user back to where their body is.
# Use HERE to make the user remain where they died (not recommended).
# Example: DEATH_GOOD=Heaven#10
DEATH=START
# The MORGUE string is the room ID that the bodies of players
# automatically go to. By default, the value is START, meaning
# that the body lies where the player dies. You may include
# other entries to specify specific body rooms for racial
# categories or races (MORGUE_ELF, MORGUE_HUMAN, etc..). You may also
# use alignment, deity, class, or faction (MORGUE_GOOD, MORGUE_FIGHTER, ..),
# or even level (MORGUE_13, ...).
# You can also use MORGUE_MASK to tie a morgue room to a mask by
# setting the key equal to room id followed by an equal sign,
# then a mask (see ahelp ZAPPERMASK).
# Detault is HERE, which means the body stays where it died.
# Use DEATH to put the body where the player will end up.
# Use START to put the body at their recall room.
# Example: MORGUE_MASK=Heaven#10=-LEVELS +>31
MORGUE=HERE
######################################################################
# World Environment configuration variables
######################################################################
# The MUDTHEME variable describes the availability of certain races
# and classes in the system, especially at startup. Valid values include:
# 0=The mud does not accept new accounts. Most options are disabled.
# 1=Fantasy only
# 2=Technological only
# 3=Fantasy and Technological
# 4=Heroic only
# 5=Fantasy and Heroic
# 6=Technological and Heroic
# 7=Fantasy, Heroic and Technological
# The default value is 1
MUDTHEME=1
# The DIRECTIONS setting describes how many directions are available in
# the system. There are only two valid settings: 7, which
# means that N,S,E,W,U,D, and V are available, and 11, which
# means that N,S,E,W,NW,NE,SW,SE,U,D, and V are available.
DIRECTIONS=7
# The SKYSIZE describes whether, and how large the automatic
# Sky areas above your outdoor rooms will be. A value of 0
# means NO sky will be generated, while other values will
# denote how large (square). For instance, a value of 2
# would mean 2 X 2, 3 would be 3 X 3, etc. Default is 3.
# If a "-" character precedes the number, the exit to the
# grid will be hidden. For instance, -3 means a hidden 3X3.
# This value also applies to underwater grids.
SKYSIZE=3
# The AUTOWEATHERPARMS describes whether the CoffeeMud
# behavior knows as WeatherAffects is automatically
# added to areas and, if so, what the parameters on
# the behavior are. You will need to check the
# help files for the WeatherAffects behavior for the
# meaning of the parameters. If the value is NO, the
# behavior will not be automatically added. A value of
# blank, or any other will add the behavior to all areas
# and invoke it with the given parameters. Default is blank.
AUTOWEATHERPARMS=
# The AUTOAREAPROPS describes whether CoffeeMud
# automatically adds the listed Properties or
# Behaviors automatically to all areas and, if so,
# what the parameters on the properties or behaviors are.
# You will need to check the help files or the MUDGrinder
# for list of properties and behaviors valid for areas and
# the meaning of the parameters.
#
# The format for this entry is the ID of the property of
# behavior followed optionally by the parameters in
# parenthesis. You can then separate multiple entries
# with semicolons; example:
# AUTOAREAPROPS=Prop_ReqCapacity(weight=1000);Arrest(custom)
AUTOAREAPROPS=
# MILLISPERMUDHOUR - Real life milliseconds in each mud "hour".
# Default is 600000, or ten minutes.
MILLISPERMUDHOUR=600000
# HOURSINDAY - Hours In A MudDay. Counts from 0 to (this-1).
# This field is for the default clock only.
# Default is 6
HOURSINDAY=6
# DAYSINMONTH - Days In A MudMonth. Counts from 1 to this.
# This field is for the default clock only.
# Default is 20
DAYSINMONTH=20
# MONTHSLIST - Names of the months in a year, from first to last
# This list is comma delimited, and may be words, numbers, whatever.
# This field is for the default clock only.
MONTHSINYEAR=the 1st month,the 2nd month,the 3rd month,the 4th month,\
the 5th month,the 6th month,the 7th month,the 8th month
# DAYSINWEEK - Names of the days in a week, from first to last.
# This list is comma delimited, and may be words, numbers, whatever.
# This field is for the default clock only. Default is empty.
DAYSINWEEK=
# DAWNHR - The hour in which it is dawn on your world.
# If you do not want a daytime, make this -1.
# This field is for the default clock only. Default is 0.
DAWNHR=0
# DAYHR - The hour, which must be >DAWNHR, in which day time starts.
# If you do not want a daytime, make this -1.
# This field is for the default clock only. Default is 1.
DAYHR=1
# DUSKHR - The hour, which must be >DAYHR, in which it is dusk on your world.
# If you do not want a nighttime, make this -1.
# This field is for the default clock only. Default is 4.
DUSKHR=4
# NIGHTHR - The hour, which must be >DUSKHR, in which night begins on
# your world. The nighttime will run until DAWNHR.
# If you do not want a nighttime, make this -1.
# This field is for the default clock only. Default is 5.
NIGHTHR=5
# YEARDESC - This is a list of names to give to the years. By default, the
# descriptions will cycle after they are used up. Use the number sign # to
# denote where in each name you want the numeric year placed.
# This list is comma delimited and is for the default clock only.
# The default is "year #".
YEARDESC=year #
# DEFAULTPROMPT - This is the encoded default prompt that all players start
# with. They can change it with the PROMPT command. See help on that
# command for information on the syntax of this string.
# Default is: ^N%E<^h%hhp ^m%mm ^v%vmv^N>
DEFAULTPROMPT=^N%E<^h%hhp ^m%mm ^v%vmv^N>
# PROMPTBEHAVIOR - This changes the automatic suffix to all prompts.
# Changing to CRLF makes Mudlet work, but makes me unhappy.
# Values are:
# (empty) - No extra carriage returns, No Go-Ahead telnet code
# GACRLF - Add extra carriage returns, Add Go-Ahead telnet code
# GA - No extra carriage returns, Add Go-Ahead telnet code
# CRLF - Add extra carriage returns, No Go-Ahead telnet code
# Default is empty.
PROMPTBEHAVIOR=
# EXPIRATIONS - A list of minutes denoting when various items, once placed
# into a room directly or indirectly by your players, will expire and
# be automatically cleaned up out of the world. The values in the list are
# the number of minutes for each of the following types of items respectively: