fix some wording in example config
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@@ -284,7 +284,9 @@
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// If this is enabled, all players will have infinite Meseta, effectively
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// If this is enabled, all players will have infinite Meseta, effectively
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// making the jukebox and Pinz's Shop free. Otherwise, Meseta behaves as
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// making the jukebox and Pinz's Shop free. Otherwise, Meseta behaves as
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// defined below. Meseta rewards are tied to a player's license (and therefore
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// defined below. Meseta rewards are tied to a player's license (and therefore
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// their serial number) and are stored server-side.
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// their serial number) and are stored server-side. Unlike other servers,
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// newserv forbids overdrafting Meseta; if this option is disabled and a
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// player spends Meseta they don't have, the player is disconnected.
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"Episode3InfiniteMeseta": false,
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"Episode3InfiniteMeseta": false,
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// Meseta values for winning each tournament round. If a player defeats
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// Meseta values for winning each tournament round. If a player defeats
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// another player in round 1, for example, they will earn 400 Meseta; if they
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// another player in round 1, for example, they will earn 400 Meseta; if they
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@@ -394,14 +396,14 @@
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},
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},
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// Episode 3 lobby banners. Currently only images are supported.
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// Episode 3 lobby banners. Currently only images are supported.
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// Image giles are expected to be in BMP or PPM format, and should be placed
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// Image files are expected to be in BMP or PPM format, and should be placed
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// in the system/ep3/banners directory. Image sizes must be a multiple of 4
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// in the system/ep3/banners directory. Image sizes must be a multiple of 4
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// pixels in both dimensions, must be no larger than 0x37000 bytes when
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// pixels in both dimensions, must be no larger than 0x37000 bytes when
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// encoded as a GVM file (newserv will do this encoding internally), and must
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// encoded as a GVM file (newserv will do this encoding internally), and must
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// compress to no larger than 0x3800 bytes. newserv will fail on startup if
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// compress to no larger than 0x3800 bytes. newserv will fail on startup if
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// any of these constraints aren't satisfied.
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// any of these constraints aren't satisfied.
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// Banners are specified as lists of [type, which, filename]. type should be
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// Banners are specified as lists of [type, where, filename]. type should be
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// 1 for image files. which is a bitmask specifying where in the lobby the
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// 1 for image files. where is a bitmask specifying where in the lobby the
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// banner should appear; the bits are:
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// banner should appear; the bits are:
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// 00000001: South above-counter banner (facing away from teleporters)
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// 00000001: South above-counter banner (facing away from teleporters)
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// 00000002: West above-counter banner
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// 00000002: West above-counter banner
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@@ -435,8 +437,8 @@
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// 20000000: Just north-northwest of the counter
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// 20000000: Just north-northwest of the counter
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// 40000000: In front of the small wall in front of the 2-player battle tables
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// 40000000: In front of the small wall in front of the 2-player battle tables
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// 80000000: Inside the lobby counter, facing southeast
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// 80000000: Inside the lobby counter, facing southeast
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// So, to make the image system/ep3/banners/test-image.bmp appear in the lobby
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// For example, to make the image system/ep3/banners/test-image.bmp appear in
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// above both the left and right teleporters, you would set
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// the lobby above both the left and right teleporters, you would set
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// Episode3LobbyBanners like so:
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// Episode3LobbyBanners like so:
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// "Episode3LobbyBanners": [
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// "Episode3LobbyBanners": [
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// [1, 0x00000030, "test-image.bmp"],
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// [1, 0x00000030, "test-image.bmp"],
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