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Game Settings Plugin

Atavism 10.6.0

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default value: 5
  • SERVER_DEVELOPMENT_MODE – Defines if the server should be in the development mode. This mode allows you to reload configuration in runtime and not have to restart it in most cases. An admin account is required to handle this in the in-game admin panel – Boolean – Default value: True
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default value: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default value: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default value: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default value: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds
  • SAVE_COOLDOWN_LIMIT_DURATION – Define cooldowns with the minimum cooldown duration (in seconds) which will be saved in the database – Integer – Default value: 60. Significantly reduced the number of database queries, in some cases even by 99%.
  • MOB_SPAWN_DELAY – Defines the delay for spawn mobs on the server – integer – Default value: 10 000 milliseconds.
  • MOB_SPAWN_TICK – Defines the delay between mobs are spawned on the server – Integer – Default 300 milliseconds.
  • PRIVATE_INVITE_TIMEOUT – Defines how long the invitation to the player private instance will be valid – Integer – Default value: 60 seconds
  • PREFAB_LOAD_ELEMENT_LIMIT – Defines how many items entries will be sent with each batch – Integer – Default value: 100

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default value: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots the first bag the player starts with have – Integer – Default value: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default value: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default value: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default value: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default value: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default value: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default value: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default value: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default value: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default value: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default value: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default value: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default value: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default value: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them when they release rather than using the Graveyard System – Boolean – Default value: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default value: false  – Obsolete since Atavism X.5
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1-handed/2-handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default value: true  – Obsolete since Atavism X.5
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default value: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default value: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default value: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default value: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than the player level  – Integer – Default value: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default value: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default value: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default value: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default value: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default value: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default value: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default value: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default value: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default value: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default value: 1.0 – Obsolete since Atavism X.2
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default value: 1.5 – Obsolete since Atavism X.2
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default value: 2.5 – Obsolete since Atavism X.2
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default value: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default value: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default value: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Integer – Default value: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default value: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default value: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default value: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default value: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default value: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default value: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default value: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default value: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default value: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default value: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time to roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default value: 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default value: false
  • LOOT_DISTANCE – Defines distance in meters for automatic loot using the “F” button by default. – Float – Default value: 7
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default value: false.
  • FACTION_HATED_REP -Defines reputation value to become hated by other entities (in points) – Integer – Default value: 3000
  • FACTION_DISLIKE_REP – Defines reputation value to become disliked by other entities (in points) – Integer – Default value: 1500
  • FACTION_NEUTRAL_REP – Defines reputation value to become neutral by other entities (in points) – Integer – Default value: 0
  • FACTION_FRIENDLY_REP – Defines reputation value to become friendly by other entities (in points) – Integer – Default value: 500
  • FACTION_HONOURED_REP – Defines reputation value to become honored by other entities (in points) – Integer – Default value: 1500
  • FACTION_EXALTED_REP – Defines reputation value to become exalted by other entities (in points) – Integer – Default value: 3000
  • GLOBAL_COOLDOWN – Defines global cooldown value for abilities (in seconds) – Float – Default value: 1
  • WEAPON_COOLDOWN – Defines weapon cooldown value for abilities (in seconds) – Float – Default value: 3
  • ABILITY_WEAPON_COOLDOWN_ATTACK_SPEED – Defines if abilities should use weapon cooldown as attack speed – Boolean – Default value: false
  • STAT_RANDOM_HIT_STUN – Percentage for additional randomization for stun chance, can be higher than 100 – Float – Default value: 0
  • STAT_RANDOM_HIT_SLEEP – Percentage for additional randomization for sleep chance, can be higher than 100 – Float – Default value: 0
  • STAT_RANDOM_HIT_INTERRUPTION – Percentage for additional randomization for interruption chance, can be higher than 100 – Float – Default value: 0
  • DUEL_DURATION – Defines duel duration (in seconds)– Integer – Default value: 120.
  • COMBAT_MISS_CHANCE – Defines miss chance (as a percentage) – Float – Default value: 5.
  • USE_ABILITY_STEALTH_REDUCTION – Defines how many points received damage event  or when an ability with Stealth Reduce checkbox the Stealth statistic – Integer – Default value: 0
  • USE_ABILITY_STEALTH_REDUCTION_PERCENTAGE – Defines the how many percentages received damage event  or when an ability with Stealth Reduce checkbox option was used with should reduce the Stealth statistic – Float – Default value: 0
  • USE_ABILITY_STEALTH_REDUCTION_TIMEOUT – Defines the time after which the stealth statistic will be restored when ability with stealth reduction will be used – Integer – Default value: 60 seconds
  • DYNAMIC_NAVMESH_UPDATE_INTERVAL – Defines how often the navmesh based on voxelized map and buildings will be recalculated – Integer – Default value: 1000 milliseconds.
  • DYNAMIC_NAVMESH_UPDATE_SAVE – Defines if every generated navmesh on the server should be saved in a separate file so you could visualize it in the Recast4j Demo application – Boolean – Default value: false.

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default value: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default value: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default value: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default value: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default value: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default value: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default value: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default value: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default value: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default value: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default value: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default value: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default value: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default value: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default value: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default value: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default value: true – Obsolete since Atavism X.3
  • SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering, and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default value: 1.0
    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default value: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default value: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default value: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default value: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3
  • ABILITY_SKILL_UP_CHANCE – Defines a chance to get experience or skill point while using ability – Integer – Default value is 80.

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default value: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default value: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default value: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default value: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default value: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default value: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default value: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default value: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10
  • USE_TAX_SYSTEM – Defines if the tax system should be used. – Boolean – Default value: true
  • AUTO_PAY_TAX_SYSTEM – Defines if the tax should be automatically paid or not. – Boolean – Default value: true
  • BUILDING_CORPSE_LOOT_DURATION – Defines how long the loot will remain on the ground after the building will be destroyed – Integer – Default value: 60 seconds
  • BUILDING_CORPSE_MOB_TEMPLATE – Defines mob’s template id that will be presented as the loot item after the building will be destroyed – Integer – Default value: 10009

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1 – Obsolete since Atavism X.5
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10 – Obsolete since Atavism X.5
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2 – Obsolete since Atavism X.5
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5 – Obsolete since Atavism X.5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days – Obsolete since Atavism X.5
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency) – Obsolete since Atavism X.5
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100 – Obsolete since Atavism X.5
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10 – Obsolete since Atavism X.5
  • AUCTION_NPC_ONLY – Defines if Auction House should be accessible from anywhere without interaction with an NPC – Boolean – Default value: false
  • QUEST_CHECK_EQUIPED_ITEMS – Defines if equipped items should be taken into account for quest objectives – Boolean – Default value: False

Atavism 10.5.0

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default: 5
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds
  • SAVE_COOLDOWN_LIMIT_DURATION – Define cooldowns with the minimum cooldown duration (in seconds) which will be saved in the database – Integer – Default: 60. Significantly reduced the number of database queries, in some cases even by 99%.
  • MOB_SPAWN_DELAY – Defines the delay for spawn mobs on the server – integer – Default: 10 000 milliseconds.
  • MOB_SPAWN_TICK – Defines the delay between mobs are spawned on the server – Integer – Default 300 milliseconds.
  • PRIVATE_INVITE_TIMEOUT – Defines how long the invitation will be valid – Integer – Default: 60 seconds
  • PREFAB_LOAD_ELEMENT_LIMIT – Defines how many items will be sent with each batch – Integer – Default: 100

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots does the first bag the player starts with have – Integer – Default: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them to when they release rather than using the Graveyard System – Boolean – Default: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default: false  – Obsolete since Atavism X.5
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1-handed/2-handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default: true  – Obsolete since Atavism X.5
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than the player level  – Integer – Default: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default: 1.0
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default: 1.5
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default: 2.5
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Int – Default: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time to roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default: 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default: false
  • LOOT_DISTANCE – Defines distance in meters for automatic loot using the “F” button by default. – Float – Default: 7
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default: false.
  • FACTION_HATED_REP -Defines reputation value to become hated by other entities (in points) – Integer – Default: 3000
  • FACTION_DISLIKE_REP – Defines reputation value to become disliked by other entities (in points) – Integer – Default: 1500
  • FACTION_NEUTRAL_REP – Defines reputation value to become neutral by other entities (in points) – Integer – Default: 0
  • FACTION_FRIENDLY_REP – Defines reputation value to become friendly by other entities (in points) – Integer – Default: 500
  • FACTION_HONOURED_REP – Defines reputation value to become honored by other entities (in points) – Integer – Default: 1500
  • FACTION_EXALTED_REP – Defines reputation value to become exalted by other entities (in points) – Integer – Default: 3000
  • GLOBAL_COOLDOWN – Defines global cooldown value for abilities (in seconds) – Float – Default: 1
  • WEAPON_COOLDOWN – Defines weapon cooldown value for abilities (in seconds) – Float – Default: 3
  • ABILITY_WEAPON_COOLDOWN_ATTACK_SPEED – Defines if abilities should use weapon cooldown as attack speed – Boolean – Default: false
  • STAT_RANDOM_HIT_STUN – Percentage for additional randomization for stun chance – Float – Default: 0
  • STAT_RANDOM_HIT_SLEEP – Percentage for additional randomization for sleep chance – Float – Default: 0
  • STAT_RANDOM_HIT_INTERRUPTION – Percentage for additional randomization for interruption chance – Float – Default: 0
  • DUEL_DURATION – Defines duel duration (in seconds)– Integer – Default: 120.
  • COMBAT_MISS_CHANCE – Defines miss chance (as a percentage) – Float – Default: 5.
  • USE_ABILITY_STEALTH_REDUCTION – Defines how many points received damage event  or when an ability with Stealth Reduce checkbox the Stealth statistic – Integer – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_PERCENTAGE – Defines the how many percentages received damage event  or when an ability with Stealth Reduce checkbox option was used with should reduce the Stealth statistic – Float – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_TIMEOUT – Defines the time after which the stealth statistic will be restored when ability with stealth reduction will be used – Integer – Default: 60 seconds
  • DYNAMIC_NAVMESH_UPDATE_INTERVAL – Defines how often the navmesh based on voxelized map and buildings will be recalculated – Integer – Default: 1000 milliseconds.
  • DYNAMIC_NAVMESH_UPDATE_SAVE – Defines if every generated navmesh on the server should be saved in a separate file so you could visualize it in the Recast4j Demo application – Boolean – Default: false.

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default: true – Obsolete since Atavism X.3
  • SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering, and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default: 1.0
    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3
  • ABILITY_SKILL_UP_CHANCE – Defines a chance to get experience or skill point while using ability – Integer – Default value is 80.

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10
  • USE_TAX_SYSTEM – Defines if the tax system should be used. – Boolean – Default: true
  • AUTO_PAY_TAX_SYSTEM – Defines if the tax should be automatically paid or not. – Boolean – Default: true
  • BUILDING_CORPSE_LOOT_DURATION – Defines how long the loot will remain on the ground after the building will be destroyed – Integer – Default: 60 seconds
  • BUILDING_CORPSE_MOB_TEMPLATE – Defines mob template id that will be presented as the loot item after the building will be destroyed – Integer – Default: 10009

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1 – Obsolete since Atavism X.5
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10 – Obsolete since Atavism X.5
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2 – Obsolete since Atavism X.5
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5 – Obsolete since Atavism X.5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days – Obsolete since Atavism X.5
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency) – Obsolete since Atavism X.5
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100 – Obsolete since Atavism X.5
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10 – Obsolete since Atavism X.5
  • AUCTION_NPC_ONLY – Defines if Auction House should be accessible from anywhere without interaction with an NPC – Boolean – Default value: false

Atavism 10.4.0

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default: 5
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds
  • SAVE_COOLDOWN_LIMIT_DURATION – Define cooldowns with the minimum cooldown duration (in seconds) which will be saved in the database – Integer – Default: 60. Significantly reduced the number of database queries, in some cases even by 99%.
  • MOB_SPAWN_DELAY – Defines the delay for spawn mobs on the server – integer – Default: 10 000 milliseconds.
  • MOB_SPAWN_TICK – Defines the delay between mobs are spawned on the server – Integer – Default 300 milliseconds.
  • PRIVATE_INVITE_TIMEOUT – Defines how long the invitation will be valid – Integer – Default: 60 seconds
  • PREFAB_LOAD_ELEMENT_LIMIT – Defines how many items will be sent with each batch – Integer – Default: 100

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots does the first bag the player starts with have – Integer – Default: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them to when they release rather than using the Graveyard System – Boolean – Default: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default: false
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1-handed/2-handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default: true
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than player level  – Integer – Default: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default: 1.0
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default: 1.5
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default: 2.5
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Int – Default: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time to roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default: 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default: false
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default: false.
  • FACTION_HATED_REP -Defines reputation value to become hated by other entities (in points) – Integer – Default: 3000
  • FACTION_DISLIKE_REP – Defines reputation value to become disliked by other entities (in points) – Integer – Default: 1500
  • FACTION_NEUTRAL_REP – Defines reputation value to become neutral by other entities (in points) – Integer – Default: 0
  • FACTION_FRIENDLY_REP – Defines reputation value to become friendly by other entities (in points) – Integer – Default: 500
  • FACTION_HONOURED_REP – Defines reputation value to become honored by other entities (in points) – Integer – Default: 1500
  • FACTION_EXALTED_REP – Defines reputation value to become exalted by other entities (in points) – Integer – Default: 3000
  • GLOBAL_COOLDOWN – Defines global cooldown value for abilities (in seconds) – Float – Default: 1
  • WEAPON_COOLDOWN – Defines weapon cooldown value for abilities (in seconds) – Float – Default: 3
  • ABILITY_WEAPON_COOLDOWN_ATTACK_SPEED – Defines if abilities should use weapon cooldown as attack speed – Boolean – Default: false
  • STAT_RANDOM_HIT_STUN – Percentage for additional randomization for stun chance – Float – Default: 0
  • STAT_RANDOM_HIT_SLEEP – Percentage for additional randomization for sleep chance – Float – Default: 0
  • STAT_RANDOM_HIT_INTERRUPTION – Percentage for additional randomization for interruption chance – Float – Default: 0
  • DUEL_DURATION – Defines duel duration (in seconds)– Integer – Default: 120.
  • COMBAT_MISS_CHANCE – Defines miss chance (as a percentage) – Float – Default: 5.
  • USE_ABILITY_STEALTH_REDUCTION – Defines how many points received damage event  or when an ability with Stealth Reduce checkbox the Stealth statistic – Integer – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_PERCENTAGE – Defines the how many percentages received damage event  or when an ability with Stealth Reduce checkbox option was used with should reduce the Stealth statistic – Float – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_TIMEOUT – Defines the time after which the stealth statistic will be restored when ability with stealth reduction will be used – Integer – Default: 60 seconds
  • DYNAMIC_NAVMESH_UPDATE_INTERVAL – Defines how often the navmesh based on voxelized map and buildings will be recalculated – Integer – Default: 1000 milliseconds.
  • DYNAMIC_NAVMESH_UPDATE_SAVE – Defines if every generated navmesh on the server should be saved in a separate file so you could visualize it in the Recast4j Demo application – Boolean – Default: false.

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default: true – Obsolete since Atavism X.3
  • SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering, and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default: 1.0
    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3
  • ABILITY_SKILL_UP_CHANCE – Defines a chance to get experience or skill point while using ability – Integer – Default value is 80.

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10
  • USE_TAX_SYSTEM – Defines if the tax system should be used. – Boolean – Default: true
  • AUTO_PAY_TAX_SYSTEM – Defines if the tax should be automatically paid or not. – Boolean – Default: true
  • BUILDING_CORPSE_LOOT_DURATION – Defines how long the loot will remain on the ground after the building will be destroyed – Integer – Default: 60 seconds
  • BUILDING_CORPSE_MOB_TEMPLATE – Defines mob template id that will be presented as the loot item after the building will be destroyed – Integer – Default: 10009

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency)
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10

Atavism 10.3.0

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default: 5
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds
  • SAVE_COOLDOWN_LIMT_DURATION – Define cooldowns with the minimum cooldown duration (in seconds) which will be saved in the database – Integer – Default: 60. Significantly reduced the number of database queries, in some cases even by 99%.
  • MOB_SPAWN_DELAY – Defines the delay for spawn mobs on the server – integer – Default: 10 000 milliseconds.
  • MOB_SPAWN_TICK – Defines the delay between mobs are spawned on the server – Integer – Default 300 milliseconds.

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots does the first bag the player starts with have – Integer – Default: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them to when they release rather than using the Graveyard System – Boolean – Default: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default: false
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1 handed/2 handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default: true
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than the player level  – Integer – Default: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default: 1.0
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default: 1.5
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default: 2.5
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Int – Default: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time for roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default: 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default: false
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default: false.
  • FACTION_HATED_REP -Defines reputation value to become hated by other entities (in points) – Integer – Default: 3000
  • FACTION_DISLIKE_REP – Defines reputation value to become disliked by other entities (in points) – Integer – Default: 1500
  • FACTION_NEUTRAL_REP – Defines reputation value to become neutral by other entities (in points) – Integer – Default: 0
  • FACTION_FRIENDLY_REP – Defines reputation value to become friendly by other entities (in points) – Integer – Default: 500
  • FACTION_HONOURED_REP – Defines reputation value to become honored by other entities (in points) – Integer – Default: 1500
  • FACTION_EXALTED_REP – Defines reputation value to become exalted by other entities (in points) – Integer – Default: 3000
  • GLOBAL_COOLDOWN – Defines global cooldown value for abilities (in seconds) – Float – Default: 1
  • WEAPON_COOLDOWN – Defines weapon cooldown value for abilities (in seconds) – Float – Default: 3
  • ABILITY_WEAPON_COOLDOWN_ATTACK_SPEED – Defines if abilities should use weapon cooldown as attack speed – Boolean – Default: false
  • STAT_RANDOM_HIT_STUN – Percentage for additional randomization for stun chance – Float – Default: 0
  • STAT_RANDOM_HIT_SLEEP – Percentage for additional randomization for sleep chance – Float – Default: 0
  • STAT_RANDOM_HIT_INTERRUPTION – Percentage for additional randomization for interruption chance – Float – Default: 0
  • DUEL_DURATION – Defines duel duration (in seconds)– Integer – Default: 120.
  • COMBAT_MISS_CHANCE – Defines miss chance (as a percentage) – Float – Default: 5.
  • USE_ABILITY_STEALTH_REDUCTION – Defines how many points received damage event  or when an ability with Stealth Reduce checkbox the Stealth statistic – Integer – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_PERCENTAGE – Defines the how many percentages received damage event  or when an ability with Stealth Reduce checkbox option was used with should reduce the Stealth statistic – Float – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_TIMEOUT – Defines the time after which the stealth statistic will be restored when ability with stealth reduction will be used – Integer – Default: 60 seconds

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default: true – Obsolete since Atavism X.3
  • SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default: 1.0
    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3
  • ABILITY_SKILL_UP_CHANCE – Defines a chance to get experience or skill point while using ability – Integer – Default value is 80.

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency)
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10

Atavism 10.2.0

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default: 5
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds
  • SAVE_COOLDOWN_LIMIT_DURATION – Define cooldowns with the minimum cooldown duration (in seconds) which will be saved in the database – Integer – Default: 60. Significantly reduced the number of database queries, in some cases even by 99%.
  • MOB_SPAWN_DELAY – Defines the delay for spawn mobs on the server – integer – Default: 10 000 milliseconds.
  • MOB_SPAWN_TICK – Defines the delay between mobs are spawned on the server – Integer – Default 300 milliseconds.

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots does the first bag the player starts with have – Integer – Default: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them to when they release rather than using the Graveyard System – Boolean – Default: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default: false
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1 handed/2 handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default: true
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than the player level  – Integer – Default: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default: 1.0
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default: 1.5
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default: 2.5
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Int – Default: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time to roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default: 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default: false
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default: false.
  • FACTION_HATED_REP -Defines reputation value to become hated by other entities (in points) – Integer – Default: 3000
  • FACTION_DISLIKE_REP – Defines reputation value to become disliked by other entities (in points) – Integer – Default: 1500
  • FACTION_NEUTRAL_REP – Defines reputation value to become neutral by other entities (in points) – Integer – Default: 0
  • FACTION_FRIENDLY_REP – Defines reputation value to become friendly by other entities (in points) – Integer – Default: 500
  • FACTION_HONOURED_REP – Defines reputation value to become honored by other entities (in points) – Integer – Default: 1500
  • FACTION_EXALTED_REP – Defines reputation value to become exalted by other entities (in points) – Integer – Default: 3000
  • GLOBAL_COOLDOWN – Defines global cooldown value for abilities (in seconds) – Float – Default: 1
  • WEAPON_COOLDOWN – Defines weapon cooldown value for abilities (in seconds) – Float – Default: 3
  • ABILITY_WEAPON_COOLDOWN_ATTACK_SPEED – Defines if abilities should use weapon cooldown as attack speed – Boolean – Default: false
  • STAT_RANDOM_HIT_STUN – Percentage for additional randomization for stun chance – Float – Default: 0
  • STAT_RANDOM_HIT_SLEEP – Percentage for additional randomization for sleep chance – Float – Default: 0
  • STAT_RANDOM_HIT_INTERRUPTION – Percentage for additional randomization for interruption chance – Float – Default: 0
  • DUEL_DURATION – Defines duel duration (in seconds)– Integer – Default: 120.
  • COMBAT_MISS_CHANCE – Defines miss chance (as a percentage) – Float – Default: 5.
  • USE_ABILITY_STEALTH_REDUCTION – Defines how many points received damage event  or when an ability with Stealth Reduce checkbox the Stealth statistic – Integer – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_PERCENTAGE – Defines the how many percentages received damage event  or when an ability with Stealth Reduce checkbox option was used with should reduce the Stealth statistic – Float – Default: 0
  • USE_ABILITY_STEALTH_REDUCTION_TIMEOUT – Defines the time after which the stealth statistic will be restored when ability with stealth reduction will be used – Integer – Default: 60 seconds

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default: true
  • SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering, and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default: 1.0
    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3
  • ABILITY_SKILL_UP_CHANCE – Defines a chance to get experience or skill point while using ability – Integer – Default value is 80.

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency)
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10

Atavism 10.1.0-

Contain settings for specific parameters like:

Name: Parameter name.

Value: Parameter value.

That means player can have max 4 bags.

Below you will find the list of Game Settings:

 

General:

  • LOGOUT_TIME – How many seconds a player must wait while trying to log out – Integer – Default: 5
  • LOGOUT_TO_CHARACTER_SELECTION – Is the player logged out to the character selection screen? If set to false, it will send them to the login scene – Boolean – Default: true
  • PLAYER_PERCEPTION_RADIUS – How far, in meters, mobs, and other players will be visible/loaded for the player. This value is also connected with a quad split which is set in the configuration file on the server – Integer – Default: 75
  • PLAYER_SILENCE_TIMEOUT – Set a number of seconds until your character will be present on the server after instantly closing the client – Integer – Default 30
  • PET_DISTANCE_DESPAWN – Mob will despawn if the distance value, in meters, between owner and pet will be higher – Integer – Default 50
  • CHARACTER_NAME_MIN_LENGTH – Defines the minimum length for a character name – Integer – Default value 3 characters
  • CHARACTER_NAME_MAX_LENGTH – Defines the maximum length for a character name – Integer – Default value 14 characters
  • CHARACTER_NAME_ALLOW_SPACES – Defines to allow spaces for a character name – Boolean – Default value true
  • CHARACTER_NAME_ALLOW_NUMBERS – Defines to allow numbers for a character name – Boolean – Default value true
  • AUCTION_LOAD_DELAY – Defines delay to load auctions by auction house server – Integer – Default value 10 seconds
  • CHAT_LOG_DB – Defines if the chat should be logged into the admin database in the chat_logs table. – Boolean – Default: false
  • CHAT_LOG_FILE – Defines if the chat should be logged into the log file which will reside in the logs directory. – Boolean – Default: false
  • RANKING_CALCULATION_INTERVAL – Defines the interval between rankings calculations from the server startup – Integer – Default value 1440 minutes
  • COLLECTION_SAVE_INTERVAL – Defines how often data collection which gathers kills, crafts, etc. will be saved – Integer – Default value 60 seconds

Inventory:

  • PLAYER_BAG_COUNT – How many bags players can have – Integer – Default: 4
  • PLAYER_DEFAULT_BAG_SIZE – How many slots does the first bag the player starts with have – Integer – Default: 16
  • SELL_FACTOR – The price of items are divided by when selling them to a merchant – Float – Default: 4
  • USE_FLAT_REPAIR_RATE – Should the repair cost for all items be the same, ignoring the value of the item – Boolean – Default: false
  • REPAIR_RATE – If not using a flat repair rate, what percent of the item value should it cost to repair it? For example: 1 = Full cost of item, 0.5 = half the cost – Float – Default: 0.5
  • FLAT_REPAIR_RATE – If using a flat repair rate, what is the base cost of repairing – Integer – Default: 25
  • FLAT_REPAIR_RATE_GRADE_MODIFIER – If using a flat repair rate, how much does the cost go up based on the grade of the item – Integer – Default: 10
  • BANK_SLOTS_COUNT – How many slots players will have in their Bank – Integer – Default: 20
  • PLAYER_CORPSE_DROPS_EQUIPMENT – Does the player should drop equipment after death – Boolean – Default: false
  • PLAYER_CORPSE_LOOT_DURATION – How long in seconds a players corpse stays on the ground to be looted. If set to 0 or negative numbers, no corpse will be left – Integer – Default: 0
  • PLAYER_CORPSE_SAFE_LOOT_DURATION – How long in seconds a players corpse can only be looted by themselves – Integer – Default: 0
  • PLAYER_CORPSE_MOB_TEMPLATE – What mob template is to be used for the display of the players corpse – Integer – Default: 0

Combat/Faction/Mob Aggro:

  • AUTO_ADD_ABILITIES_TO_ACTION_BAR – Are abilities automatically added to the players action bar when they learn the ability – Boolean – Default: true
  • SPIRIT_EFFECT – The ID of the Effect to be applied to players when they choose to release to Spirit Form when dead – Integer – Default: 1 (No Spirit Effect)
  • RELEASE_ON_LOGIN – Will players be auto-released when logging in if they logged out while dead – Boolean – Default: false
  • USE_PLAYER_SET_RESPAWN_LOCATIONS – Use a location saved to the player to respawn them to when they release rather than using the Graveyard System – Boolean – Default: true
  • MAGICAL_ATTACKS_USE_WEAPON_DAMAGE – Should weapon damage be added to the damage dealt by the Magical Strike Effect and Magical Dot Effect? – Boolean – Default: false
  • WEAPON_REQ_USES_SHARED_TYPES – Does the ability weapon check use a more flexible checking system allowing options such as “1 Hand” and “2 Hand” to cover all 1-handed/2-handed weapons respectively? For example, you can set weapon type Staff, Healing Staff, Destructive Staff, and set Staff for the Ability, while Healing Staff and Destructive Staff for your weapons. In this case, Atavism will use contains checks instead of equals, so it will check if the name Staff is a substring of Healing Staff or Destructive Staff, which will let you use the ability with Staff weapon requirements – Boolean – Default: true
  • COMBAT_TIMEOUT – How long, in seconds, are players kept in combat state after the last casting or being the target of an ability – Integer – Default: 3 (seconds)
  • MOB_DEATH_EXP – Do mobs give exp when they die? – Boolean (true/false) – Default: true
  • EXP_BASED_ON_DAMAGE_DEALT – Should the exp reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • LOOT_BASED_ON_DAMAGE_DEALT – Should the loot reward for a defeated mob be based on the amount of damage each player/group did to the mob? – Boolean – Default: true
  • EXP_MAX_LEVEL_DIFFERENCE – How many levels higher can the player be than the mob and still receive experience from killing it. The experience will be decreased linear if the mob level is higher than the player level  – Integer – Default: 10
  • EXP_MAX_DISTANCE – Defines distance in which group members will receive experience if another group member will kill a mob – Integer – Default 40 meters
  • AGGRO_RADIUS – The radius, in meters, that aggressive mobs will aggro when entered – Integer – Default: 18
  • MOB_AGGRO_CLOSE_RANGE_CHECK – How close a target must be to a mob to be considered in melee range for threat calculations – Float – Default: 2
  • MOB_AGGRO_MELEE_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are within melee range – Float – Default: 1.1 (as in 110%)
  • MOB_AGGRO_RANGED_THREAT_THRESHOLD – How much additional threat a target must have to surpass the current target if they are outside melee range – Float – Default: 1.3 (as in 130%)
  • MOB_FORCE_DESPAWN_IN_COMBAT – Setting for Alternative Mob Spawner, so you can define if you want to enforce despawn during combat or not – Boolean – Default false
  • RANGE_CHECK_VERTICAL – Does the server should take the y-axis value into account while checking the distance to attack – Boolean – Default: true
  • FALL_SAFE_HEIGHT – How many meters a player needs to fall before damage will be applied – Integer – Default: 10
  • FALL_DEATH_HEIGHT – How many meters a player needs to fall to be instantly killed – Integer – Default: 100
  • FALL_DAMAGE_STAT – Name of the stat that the damage will be applied to – String – Default: health
  • RESISTANCE_STAT_MAX – Maximum resistance value which will be taken into account while combat calculations – Integer – Default: 10000
  • MOB_EXP_RATE_NORMAL – How much of experience player will gain by killing the mob with rarity type normal – Float – Default: 1.0
  • MOB_EXP_RATE_RARE – How much of experience player will gain by killing the mob with rarity type rare – Float – Default: 1.5
  • MOB_EXP_RATE_BOSS – How much of experience player will gain by killing the mob with a rarity type boss – Float – Default: 2.5
  • FLAT_ARMOR_DAMAGE_CALCULATIONS – Is damage calculations should be more flat rather than linear – Boolean – Default: true
  • DAMAGE_HITROLL_MODIFIER – How much damage will be randomized (percentage range between 100-DAMAGE_HITROLL_MODIFIER and 100) – Integer – Default: 35
  • HIT_CHANCE_POINT_PER_PERCENTAGE – Defines a number of points per one percent of hit chance – Int – Default: 10
  • HIT_CHANCE_PERCENTAGE_PER_DIFF_LEVEL – Defines hit chance reduction by percentage per level difference between defender and attacker – Int – Default: 1
  • GROUP_MAX_SIZE – The maximum number of players that can be in a group – Integer – Default: 4
  • GROUP_DISCONNECT_TIMEOUT – How many seconds until a player will be removed from the group – Integer – Default: 30
  • GIVE_QUEST_ITEMS_TO_ALL_IN_GROUP – Should all members of the group loot the same mob and gather quest items from it – Boolean – Default: true
  • PVP_DAMAGE_REDUCTION_PERCENT – Percentage value to which damage outcome will be reduced during PvP combat – Float – Default: 0.1
  • PVP_DAMAGE_REDUCTION_USE – Should damage reduction be applied in PvP – Boolean – Default: true
  • PARRY_PERCENTAGE_CAP – Defines maximum chance for parry – Integer – Default: 40 percentage
  • HIT_CHANCE_PERCENTAGE_CAP – Defines maximum chance for miss – Integer – Default: 30 percentage
  • DEATH_LOST_EXP – Defines if players should lose experience after death – Boolean – Default: false
  • DEATH_LOST_EXP_PERCENTAGE – Defines the percentage of experience for the current player level which will be lost after players death – Float – Default: 10 percentage
  • LOST_LEVEL – Defines if the player should be able to lose his level after death – Boolean – Default: false
  • GROUP_LOOT_DEFAULT_ROLL – Defines default distribution where 0-Free For All, 1-Random, 2-Leader – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_DICE – Defines if distribution above item quality should use roll dice or not where 0-Normal, 1-Dice – Integer – Default value 0
  • GROUP_LOOT_DEFAULT_GRADE – Defines item quality above which roll dice option will be taken into account – Integer – Default value 3 which is Uncommon. Definitions are stored in Atavism Editor -> Option Choices -> Item Quality
  • LOOT_DICE_TIMEOUT – Defines the time to roll the dice if applicable. After that time if the player won’t roll he will be considered as canceled – Integer – Default value 30 seconds
  • LOOT_FOR_ALL – Personal loot distribution where every player who dealt any damage to the mob will have a chance for its separate loot- Boolean – Default value is false
  • DEATH_PERMANENTLY – Defines if the character will die, then the player won’t be able to play it again, and he will have to create a new one – Boolean – Default value false.

Resources:

  • RESOURCE_GATHER_CAN_FAIL – Can the player fail to harvest a resource if they meet the required skill level? – Boolean (true/false) – Default: true
  • RESOURCE_DROP_ON_FAIL – Does the harvest count reduce when failed to harvest the resource node? – Boolean (true/false) – Default: true
  • AUTO_PICKUP_RESOURCES – Do the resources get put straight into the players Inventory when harvested (no loot window comes up) – Boolean (true/false) – Default: false
  • RESOURCE_GATHER_DISTANCE – How close, in meters, a player must be a Resource Node to gather it – Integer – Default: 4
  • CAN_HARVEST_WHILE_MOUNTED – Can a player harvest from a Resource Node while they are mounted? – Boolean – Default: false
  • SKINNING_SKILL_ID – The ID of the Skill to be used to check if a player can skin a dead mob. The level of this Skill also can be increased by the player skinning a mob – Integer – Default: -1 (No Skill) – Obsolete since Atavism X
  • SKINNING_WEAPON_REQ – What weapon type the player must have equipped to skin a dead mob – String – Default: (Empty String) – Obsolete since Atavism X
  • USE_RESOURCE_GROUPS – Should Resource Nodes be grouped together in the Server so fewer objects are created in the Server, increasing performance – Boolean – Default: true
  • RESOURCE_GROUP_SIZE – How large, in meters, should the Resource Groups be – Integer – Default: 100 (meters, on both x and z-axes)
  • RESOURCE_HARVEST_XP_REWARD – Defines the amount of experience that the player will get each time the resource node is being gathered – Integer – Default: 0

Crafting:

  • GRID_SIZE – How many tiles across (or down) is the Crafting Grid. This number is squared to get the total size – as in, a Grid Size of 3 creates 9 tiles, a Grid Size of 4 creates 16 – Integer – Default: 4
  • CAN_CRAFT_WHILE_MOUNTED – Can a player craft an item while they are mounted? – Boolean – Default: false

Skills:

  • USE_SKILL_PURCHASE_POINTS – Does the game allow purchasing skill points that are earned with each level – Boolean (true/false) – Default: true
  • SKILL_POINTS_GIVEN_PER_LEVEL – How many skill points are given on each level up (if USE_SKILL_PURCHASE_POINTS is true) – Integer – Default: 3
  • SKILL_STARTING_MAX – The default max level of a skill when a player learns the skill – Integer – Default: 5
  • TOTAL_SKILL_MAX – The maximum amount of Skill levels a player can have with all their skills combined – Integer – Default: 1000000
  • USE_SKILL_MAX – Should TOTAL_SKILL_MAX values be used – Boolean – Default: true
  •  

    SKILL_UP_RATE – Multiplier factor related to a chance to gain a skill point for actions that require skills like combat abilities connected to skills, gathering, and crafting. Higher value means higher chance to level skill (1.0 = 100%) – Float – Default: 1.0

    increaseChance = ((maxLevel - (float)skillData.getSkillLevel()) / (maxLevel / 100) * SKILL_UP_RATE)
  • SKILL_PRIMARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 4
  • SKILL_SECONDARY_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 5
  • SKILL_THIRD_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 6
  • SKILL_FOURTH_STAT_GAIN_INCREMENT – Defines how many skill points require gaining one point set as Primary Stat in skill definition – Integer – Default: 7
  • USE_TALENT_PURCHASE_POINTS – Defines if the talents should use talent points – Boolean – Default value true
  • TALENT_POINTS_GIVEN_PER_LEVEL – Defines the number of talent points that players will gain with level up – Integer – Default value 3

World:

  • WORLD_TIME_SPEED – How fast time passes in the game world. 1 = Normal world speed, 5 = 5 times faster (5 game days within 1 real-life day), 0.5 = half as fast (takes 2 real-life days for 1 game day to pass) – Float – Default: 1
  • WEATHER_UPDATE_PERIOD – Defines real-time interval between new weather updates in seconds – Integer – Default: 600
  • WEATHER_MONTH_SERVER_TIME – Defines if months should be related to WORLD_TIME_SPEED. It’s important in a case when WORLD_TIME_SPEED is set to a higher value so time in-game passes faster than in the real world and you would like to months passes relatively to it – Boolean – Default: true
  • WORLD_TIME_ZONE – Defines timezone for Arena entry time restrictions. Possible values are UTC, GMT+1, GMT+2, etc. – String – Default: UTC

Claim System:

  • BUILD_CAN_FAIL – Can a players building task fail to complete successfully? – Boolean – Default: false
  • REMOVE_ITEM_ON_BUILD_FAIL – Will a player lose the items used when a building task fails – Boolean – Default: false
  • ONLY_UPGRADE_CLAIM_OBJECT_WITH_ALL_ITEMS – Must a player place all items required to upgrade a Building Object before they can upgrade it. Will be taken into consideration only if UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY is set to false – Boolean – Default: false
  • UPGRADE_CLAIM_OBJECT_ITEMS_FROM_INVENTORY – Defines if during the building upgrade process materials should be checked from the backpack or not – Default: false
  • DISTANCE_REQ_BETWEEN_CLAIMS – Set additional distance, in meters, which will be taken into account during claims overlapping checks – Integer – Default 10

Items:

  • DURABILITY_LOSS_CHANCE_FROM_ATTACK – Defines chance for durability loss during an attack – Integer – Default value 10 percentage
  • DURABILITY_LOSS_CHANCE_FROM_DEFEND – Defines chance for durability loss during defense – Integer – Default value 5 percentage
  • DURABILITY_LOSS_CHANCE_FROM_GATHER – Defines chance for durability loss during gathering resource nodes – Integer – Default value 50 percentage
  • DURABILITY_LOSS_CHANCE_FROM_CRAFT – Defines chance for durability loss during crafting – Integer – Default value 50 percentage
  • DURABILITY_DESTROY_BROKEN_ITEMS – Defines if the broken items (with durability 0) should be removed from the character or not – Boolean – Default value false
  • SOCKET_FAILED_CLEAR – Defines what the server should do if the socketing process will fail, if it will be set to true it will clear all previous socket – Boolean – Default value false
  • SOCKET_CHANCE – Defines socketing success rate – Integer – Default value 60 percentage
  • SOCKET_CREATE_TIME – Defines time for the socketing process – Integer – Default value 4 seconds
  • SOCKET_PRICE_CURRENCY – Defines currency type used for socketing – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_PRICE_BASE – Defines base price required to start the socketing process – Integer – Default value 1500
  • SOCKET_PRICE_PER_GRADE – Defines the price required to start socketing process per grade, this price will be added to the SOCKET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_TIME – Defines time for reset sockets process – Integer – Default value 4 seconds
  • SOCKET_RESET_PRICE_CURRENCY – Defines currency type used for reset sockets process – Integer – Default value 3 (which by default means Bronze currency)
  • SOCKET_RESET_PRICE_BASE – Defines base price required to reset sockets process – Integer – Default value 1500
  • SOCKET_RESET_PRICE_PER_GRADE – Defines the price required to reset the sockets process per grade, this price will be added to the SOCKET_RESET_PRICE_BASE value to present the total price for the process – Integer – Default value 50000
  • SOCKET_RESET_CHANCE – Defines reset sockets success rate – Integer – Default value 60 percentage
  • ENCHANTING_TIME – Defines the time for the enchanting process – Integer – Default value 4 seconds
  • AUCTION_START_PRICE_VALUE – Defines server fixed fee for listing an item on an auction – Integer – Default value 1
  • AUCTION_START_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for listing an item on an auction – Integer – Default value 10
  • AUCTION_COST_PRICE_VALUE – Defines server fixed fee for the sold item on an auction – Integer – Default value 2
  • AUCTION_COST_PRICE_VALUE_PERCENTAGE – Defines server percentage fee for the sold item on an auction – Integer – Default value 5
  • AUCTION_DURATION – Defines how long (in days) the auction will last until it will be considered as expired by the server – Integer – Default value 8 days
  • AUCTION_CURRENCY – Defines default Auction House currency – Integer – Default value 3 (which by default means Bronze currency)
  • AUCTION_LIMIT – Defines how many auctions will be sent to the player during items filtering – Integer – Default value 100
  • AUCTION_OWN_LIMIT – Defines how many auctions one player can have (listed items and orders in total) – Integer – Default value 10