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Make configuring the server easier #77

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Ablu opened this issue Nov 13, 2014 · 2 comments
Open

Make configuring the server easier #77

Ablu opened this issue Nov 13, 2014 · 2 comments

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@Ablu
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Ablu commented Nov 13, 2014

Having to set a world path AND the scripting entry path is somehow silly since they depend on each other for example... The game data itself should reference the script entry point IMO.

@bjorn
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bjorn commented Nov 13, 2014

Right, I agree the script entry path should be part of the game data itself. Same with the script_engine thing of course, though there is anyway only one option.

There's a lot of other settings that should actually be part of the data. I would say most of these:

<!-- Characters configuration *************************************************
 Set here the different options related to players characters.
-->

 <option name="char_numHairStyles" value="16" />
 <option name="char_numHairColors" value="11" />
 <option name="char_numGenders" value="2" />
 <option name="char_minNameLength" value="4" />
 <option name="char_maxNameLength" value="25" />

 <!--
 New player starting location. The map should be defined in data/maps.xml.
 -->
 <option name="char_startMap" value="1"/>
 <!--
     Respawn coordinates on the start map:
     In pixels, not in tiles.
 -->
 <option name="char_startX" value="2272"/>
 <option name="char_startY" value="1472"/>

 <!-- Respawn options -->
 <option name="char_respawnMap" value="1"/>
 <!--
     Respawn coordinates on the respawn map:
     In pixels, not in tiles.
 -->
 <option name="char_respawnX" value="2272"/>
 <option name="char_respawnY" value="1472"/>

 <!-- Default Map id at character loading -->
 <option name="char_defaultMap" value="1" />

<!-- end of characters configuration ************************************** -->

<!-- Game configuration *************************************************
 Set here the different options related to the gameplay.
-->

 <!--
 Set the player's character visual range around him in pixels.
 Monsters and other beings further than this value won't appear in its sight.
 -->
 <option name="game_visualRange" value="448"/>
 <!--
 The time in seconds an item standing on the floor will remain before vanishing.
 Set it to 0 to disable it.
 -->
 <option name="game_floorItemDecayTime" value="0" />

 <!--
 Set how much time the auto-regeneration is stopped when hurt.
 (in 1/10th seconds.)
 -->
 <option name="game_hpRegenBreakAfterHit" value="10" />

 <!--
 Default PVP (Player-versus-player) rule on a map not setting this property.
 Values available: none (No PVP), free (All PVP).
 -->
 <option name="game_defaultPvp" value="free" />

<!-- end of game configuration ******************************************** -->

@Ablu
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Ablu commented Nov 13, 2014

<option name="game_defaultPvp" value="free" />

This one could be dropped entirely... the whole attack thing is scripted, so it is up to the scripts to check for pvp modes.

<!-- Respawn options -->
<option name="char_respawnMap" value="1"/>
<!-- Respawn coordinates on the respawn map: In pixels, not in tiles. -->
<option name="char_respawnX" value="2272"/>
<option name="char_respawnY" value="1472"/>

These are only used for fallbacks if there is no on death handler too iirc... So we could remove them too and revive in place as fallback i think... (and print an warning)

<option name="game_hpRegenBreakAfterHit" value="10" />

This can be scripted too.

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