File: mushcnf.dst

package info (click to toggle)
pennmush 1.8.0p4-1
  • links: PTS
  • area: main
  • in suites: sarge
  • size: 8,068 kB
  • ctags: 6,319
  • sloc: ansic: 68,221; sh: 7,056; perl: 1,150; makefile: 284
file content (821 lines) | stat: -rw-r--r-- 26,967 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
# configuration file for PennMUSH
#
# The directives in this file control the behavior of your MUSH
# If you change any of them while your MUSH is running, you can
# cause the MUSH to re-read this file by sending it a SIGHUP
# signal. Typically, one does this by using 'ps' to determine the
# MUSH's process id#, and then issuing a: kill -1 pid#
# command.

####
#### ESSENTIALS
####

# Name of your MUSH. Please change this.
mud_name TinyMUSH

# The port it's running on. See also ssl_port, later.
port 4201

# Should we listen only on a specific IP address? If your host has
# multiple IP addresses, put the ip address to listen on here
# Example: ip_addr 128.32.243.78
# Otherwise, just leave it blank.
ip_addr

# Should the MUSH attempt to resolve IP numbers to hostnames?
# If yes, you'll see hostnames on the wizard WHO. If no, IP numbers.
# No makes sense if you're running PennMUSH at home and don't have
# a DNS server you can access. MacOS 7/8/9 should use 'no'
# Changing this while using info_slave requires a @shutdown/reboot
# to make it take effect.
use_dns yes

# Databases
# These are, respectively, where to read a database, where to
# write a database, where to put a panic dump (performed if
# the MUSH determines it's going to crash, where to put MUSH mail,
# and where to keep information about the chat system.
# Filenames are relative to the game/ directory.
#
# Do NOT put compression suffixes at the end of the files.
# That's handled below
#
input_database data/indb
output_database data/outdb
crash_database data/PANIC.db
mail_database data/maildb
chat_database data/chatdb

# Database compression
# When your databases are dumped, they can be dumped in a compressed
# format to save disk space, or uncompressed for speed.
# To use a compression program, you must know the name of the
# program that compresses, the name of the program that uncompresses,
# and the suffix that the compression program adds.
#
# Most people can just use one of the following:
#
# Use these 3 lines for no compression. Required on win32 and MacOS 7/8/9.
#compress_program
#uncompress_program
#compress_suffix
#
# Use these 3 lines for gzip compression
#compress_program gzip
#uncompress_program gunzip
#compress_suffix .gz
#
# Use these 3 lines for Unix compress compression
#compress_program compress
#uncompress_program uncompress
#compress_suffix .Z
#
# Use these 3 lines for bzip2 compression
#compress_program bzip2
#uncompress_program bunzip2
#compress_suffix .bz2
#
compress_program gzip
uncompress_program gunzip
compress_suffix .gz

# Room where new players are created.
player_start 0

# The master room. Exits here are global, as are commands on
# objects here. This only is used if globals is set to "yes".
master_room 2

# The base room. Any room that can be reached from this room
# through exits is considered a 'connected room'.
# See also: exits_connect_rooms
base_room 0

# The ancestor room. This dbref serves as an 'ultimate parent' to
# all rooms that aren't set ORPHAN. Set to -1 to disable.
ancestor_room -1

# The ancestor exit. This dbref serves as an 'ultimate parent' to
# all exits that aren't set ORPHAN. Set to -1 to disable.
ancestor_exit -1

# The ancestor thing. This dbref serves as an 'ultimate parent' to
# all things that aren't set ORPHAN. Set to -1 to disable.
ancestor_thing -1

# The ancestor player. This dbref serves as an 'ultimate parent' to
# all players that aren't set ORPHAN. Set to -1 to disable.
ancestor_player -1

# The default home.  This is the room used when an object becomes
# homeless (usually due to its home getting destroyed).  It's also
# the place where things get moved to if their location gets
# unsalvageably corrupted.
default_home 0

# What's the filename of the @sitelock file, that controls
# who can connect and who can't
access_file access.cnf    

# Where are the names you want to ban players from
# creation/rename? A good idea to start with are swear words,
# and features names like 'Luke', 'Merlin', 'Gandalf', 'Picard',
# 'Lessa', 'Dracula', 'Hercules', 'Scooby', 'Nancy Drew', etc,
# depending on what type of MUSH you are running
names_file names.cnf
  
###
### Attribute (chunk) cache
###
### PennMUSH can swap rarely-referenced attribute text out to a disk
### file, and cache often-used attribute text in memory. This 
### can result in substantial (typically 30-50%) savings
### in process memory use, at the cost of a very small performance hit.
### You can control the size of memory cache (or set it so large
### that nothing is ever swapped to disk), as well as several less
### important parameters here. 
###

# The file to store the attribute data in, when not in memory.
# This is relative to the game/ directory.
chunk_swap_file data/chunkswap

# The amount of memory allowed for the attribute cache, in bytes.
# The actual amount used will be a multiple of 64K slightly less
# the specified amount.  You must give it at least 132000 bytes.
# If you want to use an 'infinite' cache, try setting this
# to 2000000000; you'll lose the memory benefits, but you'll still
# gain some locality benefits and overhead savings.
chunk_cache_memory 1000000

# The number of attributes that may be moved at one time, once per
# second.  The higher the value, the faster memory gets defragmented,
# but at a greater CPU cost.
chunk_migrate 50

###
### SSL support
###

# The port to listen on for SSL connections. This must be an unused
# port other than the standard connection port. To disable SSL
# connections, leave this set to 0.
ssl_port 0

# The ip address to bind to for the SSL port, if one is specified. 
# If your host has multiple IP addresses, put the ip address to 
# listen on here. Otherwise, leave it blank to listen on all
# addresses if SSL is in use.
ssl_ip_addr

# The file containing the MUSH server's certificate and private key,
# concatenated together, and with no password on the private key.
# Obviously, this file should only be readable by the MUSH account
# owner. If this is commented out, the server will not present a
# certificate, so clients that attempt to authenticate the server
# will fail.
ssl_private_key_file  server-key.crt

# The file containing one or more certificates of certifying authorities
# that the server should trust to certify clients who connect and
# present certificates. A standard bundle of these is distributed
# with openssl as 'ca-bundle.crt'. If commented out, the server will
# not attempt client authentication.
ssl_ca_file /usr/share/ssl/certs/ca-bundle.crt

# Are clients *required* to present a valid certificate in order to
# make an SSL connection?
ssl_require_client_cert no

###
### Limits, costs, and other constants
###

# name of the monetary units
money_singular Penny
money_plural Pennies

# Should there be a limit on how long players can be idle?
# If you want one, set idle_timeout to the # number of MINUTES 
# a player may idle before getting disconnected.
# If you don't want a timeout, set it to 0.
idle_timeout 0m

# Should there be a limit on how long connections at the connect screen
# (without an associated player) can be idle?
# If you want one, set unconnected_idle_timeout to the # number of MINUTES 
# a connection may idle before getting disconnected.
# If you don't want a timeout, set it to 0.
unconnected_idle_timeout 5m

# Should there be a limit on the number of logins the MUSH
# can accept? If your operating system has a limited number of
# file descriptors per process, you should set this to 
# that number - 8. If not, or if you like to live dangerously,
# set this to 0.
max_logins 120

# Should there be a limit on the number of concurrent guest logins the MUSH
# will allow? This option can take 3 values:
# 0 = no limit, any number of guests. Logins beyond the number of established
#     guest characters will result in multiple players being logged into the
#     same guest character.
# -1 = limited to the number of guests in the database. To allow more guests
#      to log in, create more guest characters.
# Any other number = the number of guest connections allowed at once.
max_guests 0

# How much MUSH money do players get when they're created?
starting_money 150

# How much MUSH money do non-guest players get each day they log in?
paycheck 50

# How much MUSH money do guests get each day they log in?
guest_paycheck 0

# What's the most money anyone but guests can have?
max_pennies 100000

# What's the most money guests can have?
max_guest_pennies 1000

# If quotas are enforced, how much players get by default
starting_quota 20

# number of commands a player can have queued. Prevents runaway machines
# from getting out of hand.
player_queue_limit 100

# the number of commands run from the queue when there is no net activity
queue_chunk 3

# the number of commands run from the queue when there is net activity
active_queue_chunk 1

# the maximum level of recursion allowed in functions
function_recursion_limit 50

# the maximum number of functions that can be invoked
function_invocation_limit 2500

# the maximum depth we're allowed to recursively call the parser
# for a single expression. This limits how much the stack size can increase,
# which could be useful if your host limits your stack (it will prevent
# a crash). The higher your allowed stack size limit, the larger the
# mush process can grow, and the higher this can be set. Generally
# speaking, you won't ever see more than 8192 recursions, so that's
# probably an upper limit, but most sane code shouldn't need more
# than a couple hundred. Setting it to '0' means unlimited.
call_limit 100

# The maximum number of milliseconds of CPU time that a single queue entry
# is allowed to use before aborting. Setting this to a low number will
# help prevent many malicious attacks, as well as accidently bad code,
# from lagging the game. Setting it to 0 means unlimited, and is a bad 
# idea. Remember there are 1000 milliseconds in a second.
queue_entry_cpu_time 1500

# How many channels total can be created?
# This doesn't allocate memory, it just sets a maximum.
max_channels 200

# How many channels can each non-admin create? Set this to some number
# higher than zero to allow mortals to create channels.
max_player_chans 0

# What's the maximum number of levels of parenting allowed
max_parents 10

# What's the max chain length of indirect locks allowed?
max_depth 10

# How many @functions can we have? If you change this without # doing a
# shutdown (or shutdown/reboot) immediately thereafter, you'll very likely
# crash your MUSH, so don't do that.
max_global_fns 50

# How much does it cost a mortal to create a channel?
chan_cost 1000

# How likely should it be that noisy whispers are noticed by other
# players in the room? (Others see: John whispers to Mary.)
# Use a number from 0 to 100
whisper_loudness	100

# the highest allowable dbref -- you can't build more than this
# many objects. if you don't want such a limit, leave this set
# to 0.
max_dbref 0

# The maximum number of attributes per object. This prevents
# denial-of-service attacks involving creating an infinite number
# of attributes on an object. This value is probably enough.
max_attrs_per_obj 2048

# The maximum number of mail messages in each player's inbox.
# Encourages people to clean up their inbox, discourages 
# mailspammers.
mail_limit 300

# If you kill someone, you can spend up to 100 coins; the chance
# of killing them is the number of coins you spend. What's the
# minimum number of coins that must be spent, and the default
# number if no number is given?
kill_min_cost 10
kill_default_cost 10

# If you kill someone, they get paid off. The payoff is this
# percentage of the amount you spent to kill them. The usual is 50%.
kill_bonus 50

# How much to various commands cost:
find_cost 100
page_cost 0

# How many objects are equal to 1 quota, if quotas are used
quota_cost 1

# How much deposit is required to queue a command?
queue_cost 10

# One out of how many commands that are queued will cost the
# player a coin? Setting this to 1 causes a coin to be lost with
# every command. Setting it to 0 disables coin loss for queued
# commands (and is a very bad idea).
queue_loss 63

# What does it cost to build various things?
room_cost 10
object_cost 10
link_cost 1
exit_cost 1

# How often should we run a purge to remove destroyed objects? (seconds)
purge_interval 10m1s

# How often should we run a dbck to check db consistency? (seconds)
dbck_interval  9m59s

# How often should we perform topology warning checks?
# Default is 1 hour. If you set this to 0, timed MUSH-wide checks 
# will be disabled, but players can still use @wcheck.
warn_interval 1h

# If compiled with FLOATING_POINTS support, this controls the
# decimal precision of numbers. Default is 6 digits after the
# decimal point.
float_precision 6

# The password that must be given to do an @logwipe. You must also
# be God, of course. CHANGE THIS.
log_wipe_passwd zap!

# The maximum length of player names. Lowering this won't change
# current player names. This number should be one greater than the
# actual maximum length you want.
player_name_len 16

# Limit the number of objects players can own.
use_quota yes

###
### Dump stuff
###

# How often should the database be dumped, in seconds?
# 3600 is once an hour, and probably the most frequent you'd ever want.
# On a large MUSH, consider at most once every 3-6 hours.
# This cannot be a multiple of any of the timer.c parameters
# (so keep it an even number of hours).
dump_interval 1h

# should I fork a concurrent process to do database dumps?
# If I do, your memory requirements will double during the dump.
# If I don't, the MUSH will pause while it dumps.
# If you're low on memory, don't do this.
# If you're on Win32, don't do this; fork() is not defined.
forking_dump yes

# If you're not forking, you get a bunch of messages that you
# can set to warn players when the dump is 5 minutes away,
# 1 minute away, in progress, and finished. You can 
# leave messages you don't want blank, but don't comment
# them out or remove them from the file or you'll get the
# default messages.
dump_warning_5min GAME: Database save in 5 minutes.
dump_warning_1min GAME: Database save in 1 minute.
dump_message GAME: Saving database. Game may freeze for a few moments.
dump_complete GAME: Save complete. 


### 
### Filenames
###

# Text files shown on connection, as message of the day,
# as wizard message of the day, on quit, to newly created players,
# when logins are disabled, when player creation is disabled,
# and when a guest logs in.
connect_file txt/connect.txt
motd_file txt/motd.txt
wizmotd_file txt/wizmotd.txt
quit_file txt/quit.txt
newuser_file txt/newuser.txt
down_file txt/down.txt
register_create_file txt/register.txt
guest_file txt/guest.txt
full_file txt/full.txt

# The equivalent files in html, shown to Pueblo clients.
connect_html_file txt/connect.html
motd_html_file txt/motd.html
wizmotd_html_file txt/wizmotd.html
quit_html_file txt/quit.html
newuser_html_file txt/newuser.html
down_html_file txt/down.html
register_create_html_file txt/register.html
guest_html_file txt/guest.html
full_html_file txt/full.html

# The big text files. New ones can be added by setting up
# a new subdirectory of game/txt as described in game/txt/README,
# and adding a new help_command line below, or uncommenting one of
# the normal file entries.

#help_command events txt/events.txt
#help_command index txt/index.txt
#help_command rules txt/rules.txt
#help_command +help txt/plushelp.txt

help_command help txt/help.txt
help_command news txt/news.txt
ahelp_command ahelp txt/help.txt
restrict_command ahelp admin
ahelp_command anews txt/news.txt
restrict_command anews admin

### Config directive for IDENT.
### If you want to do ident (RFC1143) lookups, set use_ident to "yes"
### and select an ident_timeout to determine how long the MUSH
### should wait for a response, in seconds. If you're using
### INFO_SLAVE (in options.h), this is how long the info_slave waits.
# Changing this while using info_slave requires a @shutdown/reboot
# to make it take effect.
use_ident yes
ident_timeout 5s

###
### Logging
###
### When selecting log files, you may assign multiple logs to the
### same filename. If you don't assign a filename to a log,
### messages are written on stderr instead (usually redirected to
### log/netmush.log). Probably unwise to change these in a running
### MUSH.
###

# Filename to log important messages (startups, errors, shutdowns)
error_log  log/netmush.log

# Filename to log connections to
connect_log log/connect.log

# Filename to log wizard commands to
wizard_log log/wizard.log

# Filename to log dump checkpoint messages to
checkpt_log log/checkpt.log

# Filename to log debugging trace messages to
trace_log log/trace.log

# Filename to log commands by SUSPECT players to
command_log log/command.log

# log all commands. Makes big, big command.log files. Use only for
# debugging, generally.
log_commands no

# log forces done by wizards
log_forces yes

# perform memory allocation tracking (logged on @dump) to help find
# memory leaks. This really shouldn't be changed while the server
# is running - it's only useful if you do a full shutdown, turn
# this on, and then start up. Generally, you want this off.
mem_check no

###
### Logins
###

# Support the pueblo MUSH client and allow html to be sent to it
pueblo no

# allow non-wizard/royalty logins
logins yes

# allow guest logins
guests yes

# allow players to create/register characters at the login screen
# If you turn this off, neither "create" nor "register" will work.
# Use access.cnf if you want to disable creation for specific sites
# or disable creation but enable registration for everyone.
player_creation yes

# If you use the shs password system, and your database was created
# on a little-endian hardware architecture (such as an intel PC),
# set this to 'yes'. If your database was created on a big-endian
# hardware architecture (most non-intel systems), set this to 'no'.
# If you port a db with shs passwords between systems, and the
# passwords don't work, try changing this setting.
reverse_shs yes

# trigger @aconnect/@adisconnect in a connecting player's location
# if the location is a room or thing?
room_connects no

###
### SQL connectivity
###

# What SQL server platform should we use? Options include:
# mysql, disabled (the default)
sql_platform disabled

# What's the SQL hostname? Use '127.0.0.1' for a TCP connection
# to the local host, and 'localhost' for a domain socket connection.
sql_host 127.0.0.1

# What's the SQL database? You have to set this to a database that
# you create.
sql_database mush

# What username to access the database?
sql_username mush

# What password for that user? Change this!
sql_password mush

###
### Options affecting commands and functions
### (See also restrict_command to restrict command use)
###

# The old daytime directive is better suited to restrict_command
# or @command/disable.

# prevent objects from evaluating ufuns on more privileged objects. [++]
safer_ufun yes

# allow functions that have side effects? (e.g. dig(), etc.)
function_side_effects yes

# default whisper to whisper/noisy instead of whisper/silent
noisy_whisper no

# is possessive get (get players's object) allowed?
possessive_get yes

# what if the player is disconnected?
possessive_get_d no

# SAFE absolutely prevents destruction, even with @nuke
really_safe yes

# With this turned on, ZMRs and ZMOs are not included in control
# checking. Only Zone Master Players are. The other zone types are
# still used for command-matching, just not for control purposes.
# Highly recomended.
zone_control_zmp_only yes

# When a player is nuked, his SAFE objects are @chowned to God.
# If this is set to "yes", his non-safe objects are destroyed
# If this is set to "no", they are chowned to God
destroy_possessions yes

# Can we @link to an object?
link_to_object yes

# Keep queue limits on a per-owner rather than per-object basis?
# That is, is an object runaway when its owner's total queue is too
# high, rather than when the object's queue is too high?
owner_queues no

# If this is yes, DARK wizards do not trigger AENTER/ALEAVE when they move.
# If it's no, they are just like anybody else.
wiz_noaenter no

# should say/pose by a DARK wizard be anonymous ('Someone says...')?
full_invis no

# Are empty attributes preserved? If this is yes, you can do
# &ATTR obj= and obj will have an attribute ATTR set, with an empty value.
# If this is no, that same command would clear the attribute instead.
empty_attrs yes

###
### TinyMUSH compatibility
###

# Should we treat a missing number as 0 in things like add(3,)?
# For TinyMUSH compatibility, the answer is 'no'.
null_eq_zero no

# In PennMUSH, strings and db#s larger than #0 have traditionally
# been considered true (1) in boolean functions like and(), or(), etc.
# In TinyMUSH, strings and db#s evaluate as false (0)
# Should we emulate TinyMUSH?
tiny_booleans no

# TinyMUSH's trim function is: 
#   trim(<string> [,<trim style> [,<trim character>]])
# PennMUSH's trim function has been:
#    trim(<string>[,<character to trim>[,<trim style>]])
# Should we emulate TinyMUSH? [+ for new MUSHes]
tiny_trim_fun yes

# In Tiny, strings used in math expressions evaluate to 0,
# so eq(asdfa,0) = 1, gt(asdf,0) = 0, etc.
# In Penn, using strings where numbers should be is traditionally an
# error (returning #-1 ARGUMENT MUST BE NUMBER or similar)
# Do you want the TinyMUSH behavior?
tiny_math no

# should @pemit default to @pemit/silent, like TinyMUSH?
silent_pemit no

###
### Attributes
###

# enable the adestroy attribute, triggered when an object is nuked?
adestroy no

# enable the amail attribute for admin, triggered when they receive
# @mail? This does no mail loop checking. [-]
amail no

# does @listen work on players?
player_listen yes

# does @ahear work on players? If player_listen is yes, and
# player_ahear is no, sound outside the player can be heard by her
# inventory, but her @ahear isn't executed.
player_ahear yes

# Should we trigger the @startup attribute on startup?
# You always want to, unless you need to disable some
# malicious code on an @startup. This does not affect the
# @restart command, which will work even if this is "no".
startups yes

# Can @desc attributes be accessed remotely by everyone?
# Historically, this was allowed, but it makes it difficult to
# have hidden objects with secrets in their @desc if players
# can remotely get the @desc. If set to "no", you must be
# able to look at something to retrieve its @desc.
read_remote_desc no

###
### Cosmetic stuff
###

# show room/object/player names in bold for ansi players?
ansi_names yes

# show exit lists with commas (a, b, and c)?
comma_exit_list no

# count hidden players when WHO reports total connected?
count_all no

# are rooms with any exits considered connected, and thus not required
# to have the FLOATING flag set on them?
exits_connect_rooms no

# Prefixes for various broadcast messages
wizwall_prefix Broadcast:
rwall_prefix Admin:
wall_prefix Announcement:

# Should we announce connections/disconnections to rooms and on channels?
# If this is disabled, only MONITOR players will see connect/disconnect.
# @aconnect/@adisconnect, however, are still triggered, so you can
# softcode whatever connection monitor you like. Players will probably
# object if you don't at least show them when someone connects in 
# the room with them.
announce_connects yes

# can players have names with spaces in them?
player_name_spaces no

# show expanded flag name list when you examine an object?
flags_on_examine yes

# show visual attributes when you examine an object you don't own?
# (like examine/full in TinyMUSH)
ex_public_attribs yes

# What should page a b c = message do?
# If blind_page is yes, page defaults to page/blind (a,b,c each get separate
# pages with no evidence that it was a multipage). If blind_page is no,
# page defaults to page/list (a single page goes to a,b,c and they can
# see that they all received it.
blind_page yes

# Should we show the pager's alias, in parentheses, after their name?
# That is, should recipients see:
# Javelin (Jav) paged: ...
page_aliases no

# Should +whatever "hi! strip the initial quote and produce <whatever> X says,
# "hi!", or not (producing <whatever> X says, ""hi!"). This also affects
# the @*wall and say commands.
chat_strip_quote yes


# Should strlen(%r) be 1 or 2? Turning this option on will allow %r to be
# used as a list delimiter, but might break formatting softcode that depends
# on its length being 2.
newline_one_char yes


# Should object names be restricted to just ascii characters, or can
# non-ascii (Accented letters, for example) be used as well if the
# mush'es locale permits? Not reccomended except for
# non-english-language games, as people with tend to have problems
# typing in those extra characters. @nameaccent is the preferred way to
# get fancy names.
only_ascii_in_names yes

###
### Default flags for newly created stuff
### To get multiple flags, you may repeat these directives:
###   player_flags flag1
###   player_flags flag2
### As of 1.7.7p6, you may also stack them on one directive:
###   player_flags flag1 flag2
###

# -- Default flags for exits

# Uncommenting this will cause the exit default to be DARK (like in TinyMUD):
#   no exits show up on the "Obvious exits" list.
# exit_flags dark

# Uncommenting this will cause all exits to be TRANSPARENT by default
#   (if you look through them, you will see the description of the next room)
# exit_flags transparent

# -- Default flags for rooms

# Uncommenting this will cause all rooms to be TRANSPARENT by default.
#   Each obvious exit in a transparent room is displayed on a line by
#   itself, in the format:
#   <Exit name> leads to <Destination name>
#   instead of having all exits strung out in one row.
# room_flags transparent

# Objects which are NO_COMMAND will not be checked for $commands. 
#   Making this a default may speed up your server somewhat. This is
#   definitely a good idea for rooms and players, and, depending on
#   the compostion of your database, probably a good idea for things.
room_flags no_command

# -- Default flags for players

# Players who are ENTER_OK can be given stuff.
player_flags enter_ok

# Players who are INHERIT allow all their objects to control them.
# player_flags inherit

# Players who are ANSI see attribute names hilighted.
player_flags ansi

# See the explanation for rooms and no_command.
player_flags no_command

# -- Default flags for things

# For example, you can't see through OPAQUE things.
# thing_flags opaque

# See the explanation for rooms and no_command.
thing_flags no_command

###
### Reserved command names, and command and function aliases are in
### alias.cnf
###
include alias.cnf

###
### Restrictions on command usage are in restrict.cnf
###
include restrict.cnf