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root/1.8.3/trunk/game/mushcnf.dst

Revision 1032, 27.4 kB (checked in by shawnw, 1 year ago)

Merged 1.8.3p4 into trunk

Line 
1 # configuration file for PennMUSH
2 #
3 # The directives in this file control the behavior of your MUSH
4 # If you change any of them while your MUSH is running, you can
5 # cause the MUSH to re-read this file by sending it a SIGHUP
6 # signal. Typically, one does this by using 'ps' to determine the
7 # MUSH's process id#, and then issuing a: kill -1 pid#
8 # command.
9
10 ####
11 #### ESSENTIALS
12 ####
13
14 # Name of your MUSH. Please change this.
15 mud_name TinyMUSH
16
17 # The port it's running on. See also ssl_port, later.
18 port 4201
19
20 # Should we listen only on a specific IP address? If your host has
21 # multiple IP addresses, put the ip address to listen on here
22 # Example: ip_addr 128.32.243.78
23 # Otherwise, just leave it blank.
24 ip_addr
25
26 # Should the MUSH attempt to resolve IP numbers to hostnames?
27 # If yes, you'll see hostnames on the wizard WHO. If no, IP numbers.
28 # No makes sense if you're running PennMUSH at home and don't have
29 # a DNS server you can access. MacOS 7/8/9 should use 'no'
30 # Changing this while using info_slave requires a @shutdown/reboot
31 # to make it take effect.
32 use_dns yes
33
34 # Databases
35 # These are, respectively, where to read a database, where to
36 # write a database, where to put a panic dump (performed if
37 # the MUSH determines it's going to crash, where to put MUSH mail,
38 # and where to keep information about the chat system.
39 # Filenames are relative to the game/ directory.
40 #
41 # Do NOT put compression suffixes at the end of the files.
42 # That's handled below
43 #
44 input_database data/indb
45 output_database data/outdb
46 crash_database data/PANIC.db
47 mail_database data/maildb
48 chat_database data/chatdb
49
50 # Database compression
51 # When your databases are dumped, they can be dumped in a compressed
52 # format to save disk space, or uncompressed for speed.
53 # To use a compression program, you must know the name of the
54 # program that compresses, the name of the program that uncompresses,
55 # and the suffix that the compression program adds.
56 #
57 # Most people can just use one of the following:
58 #
59 # Use these 3 lines for no compression. Required on win32 and MacOS 7/8/9.
60 #compress_program
61 #uncompress_program
62 #compress_suffix
63 #
64 # Use these 3 lines for gzip compression
65 #compress_program gzip
66 #uncompress_program gunzip
67 #compress_suffix .gz
68 #
69 # Use these 3 lines for Unix compress compression
70 #compress_program compress
71 #uncompress_program uncompress
72 #compress_suffix .Z
73 #
74 # Use these 3 lines for bzip2 compression
75 #compress_program bzip2
76 #uncompress_program bunzip2
77 #compress_suffix .bz2
78 #
79 compress_program gzip
80 uncompress_program gunzip
81 compress_suffix .gz
82
83 # Room where new players are created.
84 player_start 0
85
86 # The master room. Exits here are global, as are commands on
87 # objects here.
88 master_room 2
89
90 # The base room. Any room that can be reached from this room
91 # through exits is considered a 'connected room'.
92 # See also: exits_connect_rooms
93 base_room 0
94
95 # The ancestor room. This dbref serves as an 'ultimate parent' to
96 # all rooms that aren't set ORPHAN. Set to -1 to disable.
97 ancestor_room -1
98
99 # The ancestor exit. This dbref serves as an 'ultimate parent' to
100 # all exits that aren't set ORPHAN. Set to -1 to disable.
101 ancestor_exit -1
102
103 # The ancestor thing. This dbref serves as an 'ultimate parent' to
104 # all things that aren't set ORPHAN. Set to -1 to disable.
105 ancestor_thing -1
106
107 # The ancestor player. This dbref serves as an 'ultimate parent' to
108 # all players that aren't set ORPHAN. Set to -1 to disable.
109 ancestor_player -1
110
111 # The default home.  This is the room used when an object becomes
112 # homeless (usually due to its home getting destroyed).  It's also
113 # the place where things get moved to if their location gets
114 # unsalvageably corrupted.
115 default_home 0
116
117 # What's the filename of the @sitelock file, that controls
118 # who can connect and who can't
119 access_file access.cnf   
120
121 # Where are the names you want to ban players from
122 # creation/rename? A good idea to start with are swear words,
123 # and features names like 'Luke', 'Merlin', 'Gandalf', 'Picard',
124 # 'Lessa', 'Dracula', 'Hercules', 'Scooby', 'Nancy Drew', etc,
125 # depending on what type of MUSH you are running
126 names_file names.cnf
127  
128 ###
129 ### Attribute (chunk) cache
130 ###
131 ### PennMUSH can swap rarely-referenced attribute text out to a disk
132 ### file, and cache often-used attribute text in memory. This
133 ### can result in substantial (typically 30-50%) savings
134 ### in process memory use, at the cost of a very small performance hit.
135 ### You can control the size of memory cache (or set it so large
136 ### that nothing is ever swapped to disk), as well as several less
137 ### important parameters here.
138 ###
139
140 # The file to store the attribute data in, when not in memory.
141 # This is relative to the game/ directory.
142 chunk_swap_file data/chunkswap
143
144 # The amount of memory allowed for the attribute cache, in bytes.
145 # The actual amount used will be a multiple of 64K slightly less
146 # the specified amount.  You must give it at least 132000 bytes.
147 # If you want to use an 'infinite' cache, try setting this
148 # to 2000000000; you'll lose the memory benefits, but you'll still
149 # gain some locality benefits and overhead savings.
150 chunk_cache_memory 1000000
151
152 # The number of attributes that may be moved at one time, once per
153 # second.  The higher the value, the faster memory gets defragmented,
154 # but at a greater CPU cost.
155 chunk_migrate 50
156
157 ###
158 ### SSL support
159 ###
160
161 # The port to listen on for SSL connections. This must be an unused
162 # port other than the standard connection port. To disable SSL
163 # connections, leave this set to 0.
164 ssl_port 0
165
166 # The ip address to bind to for the SSL port, if one is specified.
167 # If your host has multiple IP addresses, put the ip address to
168 # listen on here. Otherwise, leave it blank to listen on all
169 # addresses if SSL is in use.
170 ssl_ip_addr
171
172 # The file containing the MUSH server's certificate and private key,
173 # concatenated together, and with no password on the private key.
174 # Obviously, this file should only be readable by the MUSH account
175 # owner. If this is commented out, the server will not present a
176 # certificate, so clients that attempt to authenticate the server
177 # will fail.
178 ssl_private_key_file  server-key.crt
179
180 # The file containing one or more certificates of certifying authorities
181 # that the server should trust to certify clients who connect and
182 # present certificates. A standard bundle of these is distributed
183 # with openssl as 'ca-bundle.crt'. If commented out, the server will
184 # not attempt client authentication.
185 ssl_ca_file /usr/share/ssl/certs/ca-bundle.crt
186
187 # Are clients *required* to present a valid certificate in order to
188 # make an SSL connection?
189 ssl_require_client_cert no
190
191 ###
192 ### Limits, costs, and other constants
193 ###
194
195 # name of the monetary units
196 money_singular Penny
197 money_plural Pennies
198
199 # Should there be a limit on how long players can be idle?
200 # If you want one, set idle_timeout to the # number of MINUTES
201 # a player may idle before getting disconnected.
202 # If you don't want a timeout, set it to 0.
203 idle_timeout 0m
204
205 # Should there be a limit on how long connections at the connect screen
206 # (without an associated player) can be idle?
207 # If you want one, set unconnected_idle_timeout to the # number of MINUTES
208 # a connection may idle before getting disconnected.
209 # If you don't want a timeout, set it to 0.
210 unconnected_idle_timeout 5m
211
212 # Many common home network routers will drop a connection if there's
213 # been no activity for a few minutes; they tend to assume the web is
214 # the internet, and don't deal well with persistant connections like
215 # mushes use. This option will make the server automatically send a
216 # TCP-level 'Are you still there?' query every few minutes to keep the
217 # connection active.
218 # NOTE: This doesn't work on all OSes, but does on the most popular
219 # ones for mush hosting such as linux. Other options include the KEEPALIVE
220 # flag and the IDLE command.
221 keepalive_timeout 5m
222
223 # Should there be a limit on the number of logins the MUSH
224 # can accept? If your operating system has a limited number of
225 # file descriptors per process, you should set this to
226 # that number - 8. If not, or if you like to live dangerously,
227 # set this to 0.
228 max_logins 120
229
230 # Should there be a limit on the number of concurrent guest logins the MUSH
231 # will allow? This option can take 3 values:
232 # 0 = no limit, any number of guests. Logins beyond the number of established
233 #     guest characters will result in multiple players being logged into the
234 #     same guest character.
235 # -1 = limited to the number of guests in the database. To allow more guests
236 #      to log in, create more guest characters.
237 # Any other number = the number of guest connections allowed at once.
238 max_guests 0
239
240 # How much MUSH money do players get when they're created?
241 starting_money 150
242
243 # How much MUSH money do non-guest players get each day they log in?
244 paycheck 50
245
246 # How much MUSH money do guests get each day they log in?
247 guest_paycheck 0
248
249 # What's the most money anyone but guests can have?
250 max_pennies 100000
251
252 # What's the most money guests can have?
253 max_guest_pennies 1000
254
255 # If quotas are enforced, how much players get by default
256 starting_quota 20
257
258 # number of commands a player can have queued. Prevents runaway machines
259 # from getting out of hand.
260 player_queue_limit 100
261
262 # the number of commands run from the queue when there is no net activity
263 queue_chunk 3
264
265 # the number of commands run from the queue when there is net activity
266 active_queue_chunk 1
267
268 # the maximum level of recursion allowed in functions
269 function_recursion_limit 50
270
271 # the maximum number of functions that can be invoked
272 function_invocation_limit 2500
273
274 # the maximum depth we're allowed to recursively call the parser
275 # for a single expression. This limits how much the stack size can increase,
276 # which could be useful if your host limits your stack (it will prevent
277 # a crash). The higher your allowed stack size limit, the larger the
278 # mush process can grow, and the higher this can be set. Generally
279 # speaking, you won't ever see more than 8192 recursions, so that's
280 # probably an upper limit, but most sane code shouldn't need more
281 # than a couple hundred. Setting it to '0' means unlimited.
282 call_limit 100
283
284 # The maximum number of milliseconds of CPU time that a single queue entry
285 # is allowed to use before aborting. Setting this to a low number will
286 # help prevent many malicious attacks, as well as accidently bad code,
287 # from lagging the game. Setting it to 0 means unlimited, and is a bad
288 # idea. Remember there are 1000 milliseconds in a second.
289 queue_entry_cpu_time 1500
290
291 # How many channels total can be created?
292 # This doesn't allocate memory, it just sets a maximum.
293 max_channels 200
294
295 # How many channels can each non-admin create? Set this to some number
296 # higher than zero to allow mortals to create channels.
297 max_player_chans 0
298
299 # What's the maximum number of levels of parenting allowed
300 max_parents 10
301
302 # What's the max chain length of indirect locks allowed?
303 max_depth 10
304
305 # How many @functions can we have? If you change this without # doing a
306 # shutdown (or shutdown/reboot) immediately thereafter, you'll very likely
307 # crash your MUSH, so don't do that.
308 max_global_fns 50
309
310 # How much does it cost a mortal to create a channel?
311 chan_cost 1000
312
313 # How likely should it be that noisy whispers are noticed by other
314 # players in the room? (Others see: John whispers to Mary.)
315 # Use a number from 0 to 100
316 whisper_loudness    100
317
318 # the highest allowable dbref -- you can't build more than this
319 # many objects. if you don't want such a limit, leave this set
320 # to 0.
321 max_dbref 0
322
323 # The maximum number of attributes per object. This prevents
324 # denial-of-service attacks involving creating an infinite number
325 # of attributes on an object. This value is probably enough.
326 max_attrs_per_obj 2048
327
328 # The maximum number of mail messages in each player's inbox.
329 # Encourages people to clean up their inbox, discourages
330 # mailspammers.
331 mail_limit 300
332
333 # If you kill someone, you can spend up to 100 coins; the chance
334 # of killing them is the number of coins you spend. What's the
335 # minimum number of coins that must be spent, and the default
336 # number if no number is given?
337 kill_min_cost 10
338 kill_default_cost 10
339
340 # If you kill someone, they get paid off. The payoff is this
341 # percentage of the amount you spent to kill them. The usual is 50%.
342 kill_bonus 50
343
344 # How much to various commands cost:
345 find_cost 100
346 page_cost 0
347
348 # How many objects are equal to 1 quota, if quotas are used
349 quota_cost 1
350
351 # How much deposit is required to queue a command?
352 queue_cost 10
353
354 # One out of how many commands that are queued will cost the
355 # player a coin? Setting this to 1 causes a coin to be lost with
356 # every command. Setting it to 0 disables coin loss for queued
357 # commands (and is a very bad idea).
358 queue_loss 63
359
360 # What does it cost to build various things?
361 room_cost 10
362 object_cost 10
363 link_cost 1
364 exit_cost 1
365
366 # How often should we run a purge to remove destroyed objects? (seconds)
367 purge_interval 10m1s
368
369 # How often should we run a dbck to check db consistency? (seconds)
370 dbck_interval  9m59s
371
372 # How often should we perform topology warning checks?
373 # Default is 1 hour. If you set this to 0, timed MUSH-wide checks
374 # will be disabled, but players can still use @wcheck.
375 warn_interval 1h
376
377 # If compiled with FLOATING_POINTS support, this controls the
378 # decimal precision of numbers. Default is 6 digits after the
379 # decimal point.
380 float_precision 6
381
382 # The password that must be given to do an @logwipe. You must also
383 # be God, of course. CHANGE THIS.
384 log_wipe_passwd zap!
385
386 # The maximum length of player names. Lowering this won't change
387 # current player names. This number should be one greater than the
388 # actual maximum length you want.
389 player_name_len 16
390
391 # The maximum number of aliases a player may have simultaneously.
392 # Setting this to 0 disables aliases. To allow an unlimited number
393 # of aliases, set this to 4000 or so.
394 max_aliases 3
395
396 # Limit the number of objects players can own.
397 use_quota yes
398
399 ###
400 ### Dump stuff
401 ###
402
403 # How often should the database be dumped, in seconds?
404 # 3600 is once an hour, and probably the most frequent you'd ever want.
405 # On a large MUSH, consider at most once every 3-6 hours.
406 # This cannot be a multiple of any of the timer.c parameters
407 # (so keep it an even number of hours).
408 dump_interval 1h
409
410 # should I fork a concurrent process to do database dumps?
411 # If I do, your memory requirements will double during the dump.
412 # If I don't, the MUSH will pause while it dumps.
413 # If you're low on memory, don't do this.
414 # If you're on Win32, don't do this; fork() is not defined.
415 forking_dump yes
416
417 # If you're not forking, you get a bunch of messages that you
418 # can set to warn players when the dump is 5 minutes away,
419 # 1 minute away, in progress, and finished. You can
420 # leave messages you don't want blank, but don't comment
421 # them out or remove them from the file or you'll get the
422 # default messages.
423 dump_warning_5min GAME: Database save in 5 minutes.
424 dump_warning_1min GAME: Database save in 1 minute.
425 dump_message GAME: Saving database. Game may freeze for a few moments.
426 dump_complete GAME: Save complete.
427
428
429 ###
430 ### Filenames
431 ###
432
433 # Text files shown on connection, as message of the day,
434 # as wizard message of the day, on quit, to newly created players,
435 # when logins are disabled, when player creation is disabled,
436 # and when a guest logs in.
437 connect_file txt/connect.txt
438 motd_file txt/motd.txt
439 wizmotd_file txt/wizmotd.txt
440 quit_file txt/quit.txt
441 newuser_file txt/newuser.txt
442 down_file txt/down.txt
443 register_create_file txt/register.txt
444 guest_file txt/guest.txt
445 full_file txt/full.txt
446
447 # The equivalent files in html, shown to Pueblo clients.
448 connect_html_file txt/connect.html
449 motd_html_file txt/motd.html
450 wizmotd_html_file txt/wizmotd.html
451 quit_html_file txt/quit.html
452 newuser_html_file txt/newuser.html
453 down_html_file txt/down.html
454 register_create_html_file txt/register.html
455 guest_html_file txt/guest.html
456 full_html_file txt/full.html
457
458 # The big text files. New ones can be added by setting up
459 # a new subdirectory of game/txt as described in game/txt/README,
460 # and adding a new help_command line below, or uncommenting one of
461 # the normal file entries.
462
463 #help_command events txt/events.txt
464 #help_command index txt/index.txt
465 #help_command rules txt/rules.txt
466 #help_command +help txt/plushelp.txt
467
468 help_command help txt/help.txt
469 help_command news txt/news.txt
470 ahelp_command ahelp txt/help.txt
471 restrict_command ahelp admin
472 ahelp_command anews txt/news.txt
473 restrict_command anews admin
474
475 ### Config directive for IDENT.
476 ### If you want to do ident (RFC1143) lookups, set use_ident to "yes"
477 ### and select an ident_timeout to determine how long the MUSH
478 ### should wait for a response, in seconds. If you're using
479 ### INFO_SLAVE (in options.h), this is how long the info_slave waits.
480 # Changing this while using info_slave requires a @shutdown/reboot
481 # to make it take effect.
482 use_ident yes
483 ident_timeout 5s
484
485 ###
486 ### Logging
487 ###
488 ### When selecting log files, you may assign multiple logs to the
489 ### same filename. If you don't assign a filename to a log,
490 ### messages are written on stderr instead (usually redirected to
491 ### log/netmush.log). Probably unwise to change these in a running
492 ### MUSH.
493 ###
494
495 # Filename to log important messages (startups, errors, shutdowns)
496 error_log  log/netmush.log
497
498 # Filename to log connections to
499 connect_log log/connect.log
500
501 # Filename to log wizard commands to
502 wizard_log log/wizard.log
503
504 # Filename to log dump checkpoint messages to
505 checkpt_log log/checkpt.log
506
507 # Filename to log debugging trace messages to
508 trace_log log/trace.log
509
510 # Filename to log commands by SUSPECT players to
511 command_log log/command.log
512
513 # log all commands. Makes big, big command.log files. Use only for
514 # debugging, generally.
515 log_commands no
516
517 # log forces done by wizards
518 log_forces yes
519
520 # perform memory allocation tracking (logged on @dump) to help find
521 # memory leaks. This really shouldn't be changed while the server
522 # is running - it's only useful if you do a full shutdown, turn
523 # this on, and then start up. Generally, you want this off.
524 mem_check no
525
526 ###
527 ### Logins
528 ###
529
530 # Support the pueblo MUSH client and allow html to be sent to it
531 pueblo no
532
533 # allow non-wizard/royalty logins
534 logins yes
535
536 # allow guest logins
537 guests yes
538
539 # allow players to create/register characters at the login screen
540 # If you turn this off, neither "create" nor "register" will work.
541 # Use access.cnf if you want to disable creation for specific sites
542 # or disable creation but enable registration for everyone.
543 player_creation yes
544
545 # If you use the shs password system, and your database was created
546 # on a little-endian hardware architecture (such as an intel PC),
547 # set this to 'yes'. If your database was created on a big-endian
548 # hardware architecture (most non-intel systems), set this to 'no'.
549 # If you port a db with shs passwords between systems, and the
550 # passwords don't work, try changing this setting.
551 reverse_shs yes
552
553 # trigger @aconnect/@adisconnect in a connecting player's location
554 # if the location is a room or thing?
555 room_connects no
556
557 ###
558 ### SQL connectivity
559 ###
560
561 # What SQL server platform should we use? Options include:
562 # mysql, postgresql, sqlite3, disabled (the default)
563 sql_platform disabled
564
565 # What's the SQL hostname? Use '127.0.0.1' for a TCP connection
566 # to the local host on port 3306, '<hostip>:<port#>' for a TCP
567 # connection on another port (e.g. 127.0.0.1:3307), and
568 # the word 'localhost' for a domain socket connection.
569 sql_host 127.0.0.1
570
571 # What's the SQL database? You have to set this to a database that
572 # you create, or the filename of a sqlite3 database.
573 sql_database mush
574
575 # What username to access the database?
576 sql_username mush
577
578 # What password for that user? Change this!
579 sql_password mush
580
581 ###
582 ### Options affecting commands and functions
583 ### (See also restrict_command to restrict command use)
584 ###
585
586 # The old daytime directive is better suited to restrict_command
587 # or @command/disable.
588
589 # prevent objects from evaluating ufuns on more privileged objects. [++]
590 safer_ufun yes
591
592 # allow functions that have side effects? (e.g. dig(), etc.)
593 function_side_effects yes
594
595 # default whisper to whisper/noisy instead of whisper/silent
596 noisy_whisper no
597
598 # default @cemit to @cemit/noisy instead of @cemit/silent
599 noisy_cemit no
600
601 # is possessive get (get players's object) allowed?
602 possessive_get yes
603
604 # what if the player is disconnected?
605 possessive_get_d no
606
607 # SAFE absolutely prevents destruction, even with @nuke
608 really_safe yes
609
610 # With this turned on, ZMRs and ZMOs are not included in control
611 # checking. Only Zone Master Players are. The other zone types are
612 # still used for command-matching, just not for control purposes.
613 # Highly recomended.
614 zone_control_zmp_only yes
615
616 # When a player is nuked, his SAFE objects are @chowned to God.
617 # If this is set to "yes", his non-safe objects are destroyed
618 # If this is set to "no", they are chowned to God
619 destroy_possessions yes
620
621 # Can we @link to an object?
622 link_to_object yes
623
624 # Keep queue limits on a per-owner rather than per-object basis?
625 # That is, is an object runaway when its owner's total queue is too
626 # high, rather than when the object's queue is too high?
627 owner_queues no
628
629 # If this is yes, DARK wizards do not trigger AENTER/ALEAVE when they move.
630 # If it's no, they are just like anybody else.
631 wiz_noaenter no
632
633 # should say/pose by a DARK wizard be anonymous ('Someone says...')?
634 full_invis no
635
636 # Are empty attributes preserved? If this is yes, you can do
637 # &ATTR obj= and obj will have an attribute ATTR set, with an empty value.
638 # If this is no, that same command would clear the attribute instead.
639 empty_attrs yes
640
641 ###
642 ### TinyMUSH compatibility
643 ###
644
645 # Should we treat a missing number as 0 in things like add(3,)?
646 # For TinyMUSH compatibility, the answer is 'no'.
647 null_eq_zero no
648
649 # In PennMUSH, strings and db#s larger than #0 have traditionally
650 # been considered true (1) in boolean functions like and(), or(), etc.
651 # In TinyMUSH, strings and db#s evaluate as false (0)
652 # Should we emulate TinyMUSH?
653 tiny_booleans no
654
655 # TinyMUSH's trim function is:
656 #   trim(<string> [,<trim style> [,<trim character>]])
657 # PennMUSH's trim function has been:
658 #    trim(<string>[,<character to trim>[,<trim style>]])
659 # Should we emulate TinyMUSH? [+ for new MUSHes]
660 tiny_trim_fun yes
661
662 # In Tiny, strings used in math expressions evaluate to 0,
663 # so eq(asdfa,0) = 1, gt(asdf,0) = 0, etc.
664 # In Penn, using strings where numbers should be is traditionally an
665 # error (returning #-1 ARGUMENT MUST BE NUMBER or similar)
666 # Do you want the TinyMUSH behavior?
667 tiny_math no
668
669 # should @pemit default to @pemit/silent, like TinyMUSH?
670 silent_pemit no
671
672 ###
673 ### Attributes
674 ###
675
676 # enable the adestroy attribute, triggered when an object is nuked?
677 adestroy no
678
679 # enable the amail attribute for admin, triggered when they receive
680 # @mail? This does no mail loop checking. [-]
681 amail no
682
683 # does @listen work on players?
684 player_listen yes
685
686 # does @ahear work on players? If player_listen is yes, and
687 # player_ahear is no, sound outside the player can be heard by her
688 # inventory, but her @ahear isn't executed.
689 player_ahear yes
690
691 # Should we trigger the @startup attribute on startup?
692 # You always want to, unless you need to disable some
693 # malicious code on an @startup. This does not affect the
694 # @restart command, which will work even if this is "no".
695 startups yes
696
697 # Can @desc attributes be accessed remotely by everyone?
698 # Historically, this was allowed, but it makes it difficult to
699 # have hidden objects with secrets in their @desc if players
700 # can remotely get the @desc. If set to "no", you must be
701 # able to look at something to retrieve its @desc.
702 read_remote_desc no
703
704 ###
705 ### Cosmetic stuff
706 ###
707
708 # show room/object/player names in bold for ansi players?
709 ansi_names yes
710
711 # show exit lists with commas (a, b, and c)?
712 comma_exit_list no
713
714 # count hidden players when WHO reports total connected?
715 count_all no
716
717 # are rooms with any exits considered connected, and thus not required
718 # to have the FLOATING flag set on them?
719 exits_connect_rooms no
720
721 # Prefixes for various broadcast messages
722 wizwall_prefix Broadcast:
723 rwall_prefix Admin:
724 wall_prefix Announcement:
725
726 # Should we announce connections/disconnections to rooms and on channels?
727 # If this is disabled, only MONITOR players will see connect/disconnect.
728 # @aconnect/@adisconnect, however, are still triggered, so you can
729 # softcode whatever connection monitor you like. Players will probably
730 # object if you don't at least show them when someone connects in
731 # the room with them.
732 announce_connects yes
733
734 # can players have names with spaces in them?
735 player_name_spaces no
736
737 # show expanded flag name list when you examine an object?
738 flags_on_examine yes
739
740 # show visual attributes when you examine an object you don't own?
741 # (like examine/full in TinyMUSH)
742 ex_public_attribs yes
743
744 # What should page a b c = message do?
745 # If blind_page is yes, page defaults to page/blind (a,b,c each get separate
746 # pages with no evidence that it was a multipage). If blind_page is no,
747 # page defaults to page/list (a single page goes to a,b,c and they can
748 # see that they all received it.
749 blind_page yes
750
751 # Should we show the pager's alias, in parentheses, after their name?
752 # That is, should recipients see:
753 # Javelin (Jav) paged: ...
754 page_aliases no
755
756 # Should +whatever "hi! strip the initial quote and produce <whatever> X says,
757 # "hi!", or not (producing <whatever> X says, ""hi!"). This also affects
758 # the @*wall and say commands.
759 chat_strip_quote yes
760
761
762 # Should strlen(%r) be 1 or 2? Turning this option on will allow %r to be
763 # used as a list delimiter, but might break formatting softcode that depends
764 # on its length being 2.
765 newline_one_char yes
766
767
768 # Should object names be restricted to just ascii characters, or can
769 # non-ascii (Accented letters, for example) be used as well if the
770 # mush'es locale permits? Not reccomended except for
771 # non-english-language games, as people with tend to have problems
772 # typing in those extra characters. @nameaccent is the preferred way to
773 # get fancy names.
774 only_ascii_in_names yes
775
776 ###
777 ### Default flags for newly created stuff
778 ### To get multiple flags, you may repeat these directives:
779 ###   player_flags flag1
780 ###   player_flags flag2
781 ### As of 1.7.7p6, you may also stack them on one directive:
782 ###   player_flags flag1 flag2
783 ###
784
785 # -- Default flags for exits
786
787 # Uncommenting this will cause the exit default to be DARK (like in TinyMUD):
788 #   no exits show up on the "Obvious exits" list.
789 # exit_flags dark
790
791 # Uncommenting this will cause all exits to be TRANSPARENT by default
792 #   (if you look through them, you will see the description of the next room)
793 # exit_flags transparent
794
795 # -- Default flags for rooms
796
797 # Uncommenting this will cause all rooms to be TRANSPARENT by default.
798 #   Each obvious exit in a transparent room is displayed on a line by
799 #   itself, in the format:
800 #   <Exit name> leads to <Destination name>
801 #   instead of having all exits strung out in one row.
802 # room_flags transparent
803
804 # Objects which are NO_COMMAND will not be checked for $commands.
805 #   Making this a default may speed up your server somewhat. This is
806 #   definitely a good idea for rooms and players, and, depending on
807 #   the compostion of your database, probably a good idea for things.
808 room_flags no_command
809
810 # -- Default flags for players
811
812 # Players who are ENTER_OK can be given stuff.
813 player_flags enter_ok
814
815 # Players who are INHERIT allow all their objects to control them.
816 # player_flags inherit
817
818 # Players who are ANSI see attribute names hilighted.
819 player_flags ansi
820
821 # See the explanation for rooms and no_command.
822 player_flags no_command
823
824 # -- Default flags for things
825
826 # For example, you can't see through OPAQUE things.
827 # thing_flags opaque
828
829 # See the explanation for rooms and no_command.
830 thing_flags no_command
831
832 # -- Default flags for newly created channels
833 #
834 # For example, you might want:
835 # channel_flags player quiet open hide_ok
836 channel_flags player
837
838 ###
839 ### Reserved command names, and command and function aliases are in
840 ### alias.cnf
841 ###
842 include alias.cnf
843
844 ###
845 ### Restrictions on command usage are in restrict.cnf
846 ###
847 include restrict.cnf
848
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