{ // Configuration file for newserv. // This file is standard JSON with C-style comments. Some other extensions to // the JSON standard are also supported; notably, integers may be specified in // hexadecimal using the 0x prefix. If you use a text editor that auto-formats // JSON on save, it may be confused by this file's format. Make sure it // doesn't automatically turn hex integers into strings, for example. // If you're just setting up a newserv instance for your personal use, you // probably only need to change LocalAddress. Set LocalAddress to your // machine's local IPv4 address (usually something like 10.0.x.x or // 192.168.x.x). In PSO's network configuration, set the DNS server address to // the same address you entered in LocalAddress in this file. // If you also want people to be able to conenct to your newserv instance from // the Internet, you'll need to set ExternalAddress to your public-facing IPv4 // address (you can find this by visiting e.g. whatismyip.com). You'll also // need to set up port forwarding on your router for all the TCP ports listed // in PortConfiguration (9000, 9001, etc.), as well as UDP port 53. Players // from outside your network can then connect to your server by entering your // public address as their DNS server address in PSO's network configuration. // Server's name (maximum 16 characters). This appears in the upper-right // corner of the screen while in lobbies. "ServerName": "newserv", // Address to connect local clients to (IP address or interface name). This // is the address that newserv will expect clients on the same network as the // server to connect to. "LocalAddress": "en0", // Address to connect external clients to (IP address or interface name). This // is the address that newserv will expect clients not on the same network as // the server to connect to. If you're running newserv behind a NAT (this // applies to most home networks), this should be your router's public-facing // IP address. "ExternalAddress": "10.0.1.5", // Port to listen for DNS queries on. To disable the DNS server, comment this // out or set it to zero. "DNSServerPort": 53, // Ports to listen for game connections on. "PortConfiguration": { // Format of entries in this dictionary: // name: [port, version, behavior] // Various versions of PSO hardcode these ports in the clients. Don't change // these unless you don't want to support certain versions of PSO. // Note: The pc_console_detect behavior is used for separating PSO PC and // DC/GC clients that connect on the same port. On these ports, newserv // sends a single command that PC and DC/GC clients parse in different ways, // leading them to connect to either the console-login port or the pc-login // port (both of which must be defined below if pc_console_detect is used). // If you want to support only PC, you can change the pc_console_detect // behavior for these ports to login_server. If you don't want to support // PC, you can do the same, but also change the version from pc to gc. // Note: It is not an error that no ports appear here with "dc" in their // definitions. DC clients use the same ports as GC clients, and newserv can // tell them apart at the time they connect. "gc-jp10": [9000, "gc", "login_server"], "gc-jp11": [9001, "gc", "login_server"], "gc-jp3te": [9002, "gc", "login_server"], "gc-jp3": [9003, "gc", "login_server"], "gc-us12t1": [9064, "gc", "login_server"], "gc-us10": [9100, "pc", "pc_console_detect"], "gc-us3": [9103, "gc", "login_server"], "gc-eu10": [9200, "gc", "login_server"], "gc-eu11": [9201, "gc", "login_server"], "gc-eu3-50": [9202, "gc", "login_server"], "gc-eu3-60a": [9203, "gc", "login_server"], "gc-eu3-60b": [9204, "gc", "login_server"], "pc": [9300, "pc", "login_server"], "pc-patch": [10000, "patch", "patch_server_pc"], "bb-patch": [11000, "patch", "patch_server_bb"], "bb-init": [12000, "bb", "login_server"], // PSO Xbox tunnels its connections through the Xbox Live service (or, in // modern times, Insignia), and that service determines which port the // connection goes to on the server side. By default, newserv uses 9500 for // PSO Xbox connections, but this is not hardcoded in the client. "xb-login": [9500, "xb", "login_server"], // Schthack PSOBB uses these ports. // "bb-patch2": [10500, "patch", "patch_server_bb"], // "bb-init2": [13000, "bb", "login_server"], // Ephinea PSOBB uses these ports. Note that 13000 is also used by Schthack // PSOBB, but not for the patch server; this means you unfortunately can't // support both Schthack and Ephinea PSOBB clients at the same time. This // may be fixed in the future using a similar technique as the // pc_console_detect behavior, but this isn't implemented yet. // "bb-patch3": [13000, "patch", "patch_server_bb"], // "bb-init3": [14000, "bb", "login_server"], // newserv uses these ports, but there is no external reason that these // numbers were chosen. You can change the port numbers here without any // issues. Some of these names are required; specifically: // - If there are any ports using the pc_console_detect behavior, then the // pc-login and console-login ports must be defined. newserv will fail on // startup if either port is not defined. // - If you have any DC, GC, or XB clients connecting to the server, the // console-lobby port must be defined. The version for this port should be // "gc", even though DC and XB clients can connect to it (newserv will // automatically detect the correct game version for each client). // - If you have any PC clients connecting to the server, the pc-lobby port // must be defined. // - If you have any BB clients connecting to the server, the bb-lobby, // bb-data1, and bb-data2 ports must be defined. // - The bb-data1 and bb-data2 ports must be sequential; that is, the // bb-data2 port number must be equal to the bb-data1 port number + 1. // - The proxy ports do not need to be defined unless the proxy server is // enabled for the respective version via the ProxyDestinations fields // (below). "console-login": [5100, "gc", "login_server"], "pc-login": [5101, "pc", "login_server"], "xb-login": [5102, "xb", "login_server"], "xb-lobby": [5105, "xb", "login_server"], "console-lobby": [5110, "gc", "lobby_server"], "pc-lobby": [5111, "pc", "lobby_server"], "bb-lobby": [5112, "bb", "lobby_server"], "dc-proxy": [5120, "dc", "proxy_server"], "pc-proxy": [5121, "pc", "proxy_server"], "gc-proxy": [5122, "gc", "proxy_server"], "xb-proxy": [5123, "xb", "proxy_server"], "bb-proxy": [5124, "bb", "proxy_server"], "bb-data1": [12004, "bb", "login_server"], "bb-data2": [12005, "bb", "login_server"], }, // Where to listen for IP stack clients. This exists to interface with PSO GC // clients running in a local Dolphin emulator. To enable local Dolphin // clients to connect, set this to ["/tmp/dolphin-tap"] and configure Dolphin // to use the tapserver type of broadband adapter. You do not need to install // or run tapserver. See README.md for details on how to get PSO to connect // via this interface. You can also add numbers or "address:port" strings to // this list to listen for tapserver connections on a TCP port. // On Windows, Unix sockets are not available, so you can only use TCP sockets // here. You can get Dolphin to connect locally by adding a port to this list // and configuring Dolphin to connect to the same port. For example, you could // set this to ["127.0.0.1:5059"], and configure Dolphin's tapserver BBA to // connect to 127.0.0.1:5059. "IPStackListen": [], // Other servers to support proxying to. If this is empty for any game // version, the proxy server is disabled for that version. Entries in these // dictionaries should be of the form "name": "address:port"; the names are // used in the proxy server menu. "ProxyDestinations-DC": {}, "ProxyDestinations-PC": {}, "ProxyDestinations-GC": {}, "ProxyDestinations-XB": {}, // Proxy destination for patch server clients. If this is given, the internal // patch server (for PC and BB) is bypassed, and any client that connects to // the patch server is instead proxied to this destination. // "ProxyDestination-Patch": "", // Proxy destination for BB clients. If this is given, all BB clients that // connect to newserv will be proxied to this destination. // "ProxyDestination-BB": "", // There is a proxy option that allows users to save copies of various game // files on the server side. If you have external clients connecting to your // server, you can disable this option to prevent clients from generating // files on the server side which they will never be able to access. "ProxyAllowSaveFiles": true, // By default, the interactive shell runs if stdin is a terminal, and doesn't // run if it's not. This option, if present, overrides that behavior. // "RunInteractiveShell": false, // Specify which kinds of logging you want to be enabled. This allows you to // make the terminal more or less noisy when players are connected, so you can // see only the log messages you care about. The log levels are, in decreasing // order of verbosity, "DEBUG", "INFO", "WARNING", "ERROR", and "DISABLED". "LogLevels": { // AX messages are messages sent to the terminal with the $ax command. "AXMessages": "INFO", // Channel exceptions are messages about clients disconnecting unexpectedly, // or other unexpected network-level events. "ChannelExceptions": "INFO", // Client messages describe events that are specific to a single client's // connection or game state. "Clients": "INFO", // Command data messages show the raw data for all commands sent and // received, on both the game server and proxy server. If stderr is a // terminal, these messages are colored as well; green is for commands sent // by the client, yellow is for commands sent by newserv, and red is for // commands sent by the remote server (in proxy server sessions). "CommandData": "INFO", // Config messages describe server-wide events, and generally only occur // during the startup procedure. "Config": "INFO", // DNS server messages describe erroneous queries that the DNS server does // not respond to. Normal DNS queries do not generate any log messages. "DNSServer": "INFO", // Function compiler messages describe PowerPC function call assembly // events, which generally only occur during startup. "FunctionCompiler": "INFO", // IP stack simulator messages describe clients connecting and disconnecting // via the IP stack interface, and errors that occur at the simulated // network level within the simulator. "IPStackSimulator": "INFO", // Lobby messages describe creation and deletion of lobbies and games, as // well as item tracking events within games. On Episode 3, debug messages // during battles go to this stream as well; use "DEBUG" here to see them. "Lobbies": "INFO", // Patch file index messages describe finding and preloading the patch files // available for download to BB and PC clients. "PatchFileIndex": "INFO", // Player data messages describe the loading and saving of player and // account data files. "PlayerData": "INFO", // Proxy server messages describe clients connecting and disconnecting from // the proxy server, as well as events that occur in each session. "ProxyServer": "INFO", // Replay messages are generated when replaying a session log (usually // during functional testing). "Replay": "INFO", // Game server messages describe clients connecting and disconnecting from // the game server. "GameServer": "INFO", // Static game data messages describe the loading of any kind of game data. "StaticGameData": "INFO", }, // If this option is disabled, the server only allows users who have licenses // on the server to connect. If this is enabled, all users will be allowed to // connect even if they don't have licenses. When a user connects with an // unregistered license (serial number and access key combination, or username // and password combination on BB), a new license is created for them. // Licenses are addressed by serial numbers; on BB, the new license's serial // number is a hash of the username. "AllowUnregisteredUsers": true, // User to run the server as. If present, newserv will attempt to switch to // this user's permissions after loading its configuration and opening // listening sockets. The special value $SUDO_USER causes newserv to look up // the desired username in the $SUDO_USER environment variable instead. // "User": "$SUDO_USER", // Information menu contents. Each entry is a list containing [title, // short description, full contents]. In the short description and full // contents, you can use PSO escape codes with the $ character (for example, // $Cx for colors). You can show different information menus to V1/V2 clients // and V3 clients; to do so, copy InformationMenuContents to // InformationMenuContentsV1V2 and InformationMenuContentsV3 and edit them as // needed. (If either the V1V2 or V3 version of the information menu is not // defined, this default version is used instead.) "InformationMenuContents": [ ["Lobby commands", "Show commands used\nin the lobby", "These commands can be used in the lobby.\n\n$C6%sli$C7: Show basic information about the lobby\n$C6%sarrow $C7: Change your lobby arrow color\n$C6%sln [name]$C7: Change the lobby type (for you only)\n$C6%sexit$C7: Leave the current game or lobby\n$C6%spatch $C7: Run a patch on your client\n\n$C8Episode 3 only:$C7\n$C6%ssong $C7: Play a jukebox song"], ["Game commands", "Show commands used\nin games", "These commands can be used to customize games.\n\n$C8Before starting a game:$C7\n$C6%ssecid $C7: Set your override section ID\n$C6%srand $C7: Set your override random seed\n\n$C8When in a game:$C7\n$C6%sli$C7: Show basic information about the game\n$C6%swhat$C7: Describe the nearest item on the ground\n$C6%smaxlevel $C7: Set maximum level to join\n$C6%sminlevel $C7: Set minimum level to join\n$C6%spassword [password]$C7: Lock or unlock the game"], ["Player commands", "Show commands used\nto edit player data", "These commands can be used to work with your player data.\n\n$C6%sbbchar <1-4>$C7: Convert your\n character to BB format\n$C6%sedit $C7: Modify your character data"], ["Ep3 commands", "Show commands used\nin Episode 3 games", "These commands can be used in Episode 3 games.\n\n$C8Before battle begins:$C7\n$C6%sinftime$C7: Disable all battle time limits, regardless\n of limits set in battle rules\n$C6%sdefrange -$C7: Set the DEF dice range for\n the next battle\n\n$C8During battle:$C7\n$C6%sspec$C7: Allow or forbid spectators\n$C6%sstat $C7: Show a live statistic\n$C6%ssurrender$C7: Immediately lose the current battle\n\n$C8In game after battle:$C7\n$C6%ssaverec $C7: Save recording of the last battle"], ["Cheat commands", "Show commands used\nfor cheating", "These commands can be used to cheat.\n\n$C8In a game:$C7\n$C6%scheat$C7: Enable or disable cheat mode\n\n$C8When cheat mode is enabled:$C7\n$C6%sinfhp$C7 / $C6%sinftp$C7: Enable or disable infinite HP or TP\n$C6%swarpme $C7: Warp yourself to the given area\n$C6%swarpall $C7: Warp everyone to the given area\n$C6%snext$C7: Warp yourself to the next area\n$C6%sswa$C7: Enable or disable switch assist\n$C6%si $C7 / $C6%si $C7: Create an item\n\n$C8Episode 3 only:$C7\n$C6%sunset $C7: Remove one of your set cards from\n the field"], ["Admin commands", "Show commands used\nfor setting server\noptions", "These commands provide administration functions.\n\n$C6%sevent $C7: Set the holiday in the current lobby\n$C6%sallevent $C7: Set the holiday in all lobbies\n$C6%sann $C7: Send an announcement message to\n all players\n$C6%sax $C7: Send a message to the server\n$C6%ssilence $C7: Silence or unsilence a player\n$C6%skick $C7: Disconnect a player\n$C6%sban $C7: Ban a player"], ["Debug commands", "Show commands used\nfor debugging", "These commands are used for debugging.\n\n$C6%sdebug$C7: Enable or disable debug messages\n$C6%scall $C7: Call a quest function\n$C6%sgc$C7: Send your own Guild Card to yourself\n$C6%spersist$C7: Cause game to not close when last player\n leaves\n$C6%ssc $C7: Send a command to yourself\n\n$C8Proxy only:$C7\n$C6%sss $C7: Send a command to the remote server"], ["Using $i", "$C7Show how to use\nthe %si command", "The %si command is used to create items.\nUse it like this (for example):\n\n$C6%si Double Cannon +10 0/0/20/15/35$C7\n$C6%si Hell Pallasch$C7\n$C6%si Black Ring +5DEF$C7\n$C6%si Knight/Power++$C7\n$C6%si Sato 5/50/10.5/50 120% 200IQ$C7\n$C6%si Trimate x3$C7\n$C6%si 1000 Meseta$C7\n\nYou can also use a hex code instead of a name\n(this is the same as the Sato example above):\n\n$C6%si 023F7300F40188131A04881378C80000$C7"], ["Using $edit", "$C7Show how to use\nthe %sedit command", "%sedit is used in PSOBB to change character stats.\nUse one of the following subcommands:\n\n$C6%sedit ATP $C7\n$C6%sedit MST $C7\n$C6%sedit EVP $C7\n$C6%sedit HP $C7\n$C6%sedit DFP $C7\n$C6%sedit ATA $C7\n$C6%sedit LCK $C7\n$C6%sedit MESETA $C7\n$C6%sedit EXP $C7\n$C6%sedit LEVEL $C7\n$C6%sedit NAMECOLOR $C7\n$C6%sedit SECID
$C7\n$C6%sedit NAME $C7\n$C6%sedit NPC $C7\n$C6%sedit TECH $C7\n\nNPC names: none, ninja, rico, sonic, knuckles,\n flowen, elly\n\nTechnique names: foie, gifoie, rafoie, barta,\n gibarta, rabarta, zonde, gizonde, razonde,\n grants, deband, jellen, zalure, shifta, ryuker,\n resta, anti, reverser, megid, all"], ["Using $bbchar", "$C7Show how to use\nthe %sbbchar command", "%sbbchar is used to convert a character from an\nolder version of PSO to Blue Burst format and save\nit on this server. Use the command like this:\n\n$C6%sbbchar $C7\n\nIf the username and password are correct, the\ncharacter that you're currently playing as will be\nconverted to PSOBB format and saved under that\naccount, in the specified character slot (1-4)."], ["Text colors", "Show color values", "These values can be used to color text in\nsome situations with escape codes like %sC6.\nFor example, these can be used in the Info Board.\n\n$C0%sC0$C7 - Black $C1%sC1$C7 - Blue $C2%sC2$C7 - Green\n$C3%sC3$C7 - Cyan $C4%sC4$C7 - Red $C5%sC5$C7 - Purple\n$C6%sC6$C7 - Yellow $C7%sC7$C7 - White $C8%sC8$C7 - Pink\n$C9%sC9$C7 - Violet $CG%sCG$C7 - Orange Pulse\n\n$Ca%sCa$C7 - Orange (Episode 3 only)"], ["Arrow colors", "$C7Show lobby arrow\ncolor list", "Use these names with %sarrow.\n\n0 - no marker\n1 - red\n2 - blue\n3 - green\n4 - yellow\n5 - purple\n6 - cyan\n7 - orange\n8 - pink\n9 - white\n10 - white\n11 - white\n12 - black"], ["Event names", "$C7Show lobby event\nnames", "Use these names with %sevent and %sallevent.\n\nnone - no event\nxmas - Christmas event\nval - Valentine's Day\neaster - Easter Sunday event\nhallo - Halloween event\nsonic - Sonic Adventure DX event\nnewyear - New Year's event\nbval - White Day\nwedding - Wedding Day event\nspring - spring event\ns-spring - spring event with striped background\nsummer - summer event\ns-summer - summer event with striped background\nfall - fall event"], ["GC lobby types", "$C7Show lobby type\nlist for Episodes\nI & II", "Use these names with %sln on Episodes 1 & 2.\n$C6*$C7 indicates lobbies where players can't move.\n\nnormal - standard lobby\ninormal - under standard lobby $C6*$C7\nipc - under PC lobby $C6*$C7\niball - under soccer lobby $C6*$C7\ncave1 - Cave 1 $C6*$C7\ncave2u - Cave 2 Ultimate $C6*$C7\ndragon - Dragon stage (floor is black)\nderolle - De Rol Le stage (water/walls are gone)\nvolopt - Vol Opt stage\ndarkfalz - Dark Falz stage"], ["Ep3 lobby types", "$C7Show lobby type\nlist for Episode III", "Use these names with %sln on Episode 3.\n\nnormal - Standard lobby\nplanet - Blank Ragol lobby\nclouds - Blank sky lobby\ncave - Unguis Lapis (platform missing)\njungle - Nebula Montana 1 (Ep2 Jungle)\nforest2-1 - Lupus Silva 2 (Ep1 Forest 2)\nforest2-2 - Lupus Silva 1 (Ep1 Forest 2)\nwindpower - Molae Venti\noverview - Nebula Montana 2\nseaside - Tener Sinus (Ep2 Seaside)\nfons - Mortis Fons\ndmorgue - Destroyed Morgue (column missing)\ncaelum - Tower of Caelum (top)\ncyber - Cyber\nboss1 - Castor/Pollux map\nboss2 - Amplum Umbra map\ndolor - Dolor Odor\nravum - Ravum Aedes Sacra\nsky - Via Tubus (tube missing)\nmorgue - Morgue (column missing)"], ["Area list", "$C7Show stage code\nlist", "Use these names with %swarpme and %swarpall.\n$C2Green$C7 areas will be empty unless you are in a quest.\n$C6Yellow$C7 areas will not allow you to move.\n\n $C8Episode 1 / Episode 2 / Episode 4$C7\n0: Pioneer 2 / Pioneer 2 / Pioneer 2\n1: Forest 1 / Temple Alpha / Crater East\n2: Forest 2 / Temple Beta / Crater West\n3: Caves 1 / Spaceship Alpha / Crater South\n4: Caves 2 / Spaceship Beta / Crater North\n5: Caves 3 / CCA / Crater Interior\n6: Mines 1 / Jungle North / Desert 1\n7: Mines 2 / Jungle South / Desert 2\n8: Ruins 1 / Mountain / Desert 3\n9: Ruins 2 / Seaside / Saint Million\n10: Ruins 3 / Seabed Upper / $C6Purgatory$C7\n11: Dragon / Seabed Lower\n12: De Rol Le / Gal Gryphon\n13: Vol Opt / Olga Flow\n14: Dark Falz / Barba Ray\n15: $C2Lobby$C7 / Gol Dragon\n16: $C6Battle 1$C7 / $C6Seaside Night$C7\n17: $C6Battle 2$C7 / $C2Tower$C7"], ], // Welcome message. If not blank, this message will be shown to PSO GC users // upon first connecting. (If this is blank, they will be taken directly to // the main menu instead.) The welcome message is never shown to PSO PC or PSO // BB users, though the patch server message (below) can be used for a similar // purpose. "WelcomeMessage": "", // Patch server message. If not blank, these messages will be shown to PSO PC // and PSO BB users (respectively) when they connect to the patch server. Note // that PSO PC displays the text in a Windows edit control instead of using // PSO's normal text renderer, so linebreaks must be \r\n and color escapes // (e.g. $C6) do not work in PCPatchServerMessage. "PCPatchServerMessage": "newserv patch server\r\n\r\nThis server is not affiliated with, sponsored by, or in any other way connected to SEGA or Sonic Team, and is owned and operated completely independently.", "BBPatchServerMessage": "$C7newserv patch server\n\nThis server is not affiliated with, sponsored by, or in any\nother way connected to SEGA or Sonic Team, and is owned\nand operated completely independently.", // Default lobby event. If set, this sets the holiday event in all lobbies at // server start time, as well as the pre-lobby holiday event. The event can be // changed in each lobby independently with the $event command, or in all // lobbies with the $allevent command. When a game is created, it inherits the // holiday event from the lobby from which it was created. // The value for this field can be a string like "xmas" (the names used here // are the same as for the $event command), or an integer. // "LobbyEvent": "xmas", // Episode 3 menu song. If set, Episode 3 clients will hear this song when // they are at the newserv main menu. If set, this value must be an integer. // "Episode3MenuSong": 0, // If this is enabled, all players will have infinite Meseta, effectively // making the jukebox and Pinz's Shop free. Otherwise, Meseta behaves as // defined below. Meseta rewards are tied to a player's license (and therefore // their serial number) and are stored server-side. Unlike other servers, // newserv forbids overdrafting Meseta; if this option is disabled and a // player spends Meseta they don't have, the player is disconnected. "Episode3InfiniteMeseta": false, // Meseta values for winning each tournament round. If a player defeats // another player in round 1, for example, they will earn 400 Meseta; if they // then defeat a COM in round 2, they will earn 200 more Meseta; if they // defeat another player in round 3, they will earn an additional 600. "Episode3DefeatPlayerMeseta": [400, 500, 600, 700, 800], "Episode3DefeatCOMMeseta": [100, 200, 300, 400, 500], // Winning the final round is worth this much extra Meseta. "Episode3FinalRoundMesetaBonus": 300, // If this option is enabled, the jukebox in Episode 3 lobbies does not deduct // any Meseta when a song is played. The check for 100 or more meseta happens // client-side, however, so even if this option is enabled, the client must // either have 100 or more Meseta or use the "Jukebox is free" Action Replay // code to be able to play songs. "Episode3JukeboxIsFree": false, // Episode 3 battle behavior flags. When set to zero, battles behave as they // did on the original Sega servers. Combinations of behaviors can be enabled // by bitwise-OR'ing together the following values: // 0x0001 => Disable deck verification entirely // 0x0002 => Disable owned card count check during deck verification (this // enables the use of the non-saveable Have All Cards Action Replay // code, but retains all the other validity checks) // 0x0004 => Allow cards with the D1 and D2 ranks to be used in battle // 0x0008 => Disable overall and per-phase battle time limits, regardless of // the values chosen during battle rules setup // 0x0010 => Enable debug messages in Episode 3 games and battles // 0x0040 => Enable battle recording (after a battle, players can save the // recording with the $saverec command) // 0x0080 => Disable command masking during battles // 0x0100 => Disable interference (COMs randomly coming to each other's // rescue) // 0x0200 => Allow interference even when neither player is a COM "Episode3BehaviorFlags": 0x0002, // Trap assist cards for each trap type in Episode 3 battles. These are the // default values used offline, but you can change the trap types online here. // Only assist cards may be used as trap cards. "Episode3TrapCards": [ ["Dice Fever", "Heavy Fog", "Muscular", "Immortality", "Snail Pace"], // Red ["Gold Rush", "Charity", "Requiem"], // Blue ["Powerless Rain", "Trash 1", "Empty Hand", "Skip Draw"], // Purple ["Brave Wind", "Homesick", "Fly"], // Green ["Dice+1", "Battle Royale", "Reverse Card", "Giant Garden", "Fix"], // Yellow ], // Episode 3 EX result values. This allows you to set the amount of EX players // will get for winning or losing online matches. Each set of numbers is a // list of thresholds; the first number in each pair is the level difference // threshold and the second is the amount of EX. The game scans each list for // the entry whose threshold value is less than or equal to the level // difference. For example, if player A's CLv is 70 and player B's CLv is 55, // and the lists are set up like this: // "Win": [[30, 40], [20, 30], [10, 20], ...], // "Lose": [[0, 0], [-10, -5], [-20, -10], ...], // ...then player A would get 20 EX for defeating player B (since the // difference between their CLvs is 15, so the first two Win entries don't // apply), and player B would lose 10 EX for losing to player A (again, since // the first two Lose entries don't apply). If none of the thresholds apply, // then the last entry's value is used regardless of its threshold. All lists // here must contain 10 [threshold, value] pairs. "Episode3EXResultValues": { "Default": { "Win": [[50, 100], [30, 80], [15, 70], [10, 55], [7, 45], [4, 35], [1, 25], [-1, 20], [-9, 15], [0, 10]], "Lose": [[1, 0], [-2, 0], [-3, 0], [-4, 0], [-5, 0], [-6, 0], [-7, 0], [-10, -10], [-30, -10], [0, -15]], }, "Tournament": { "Win": [[60, 70], [40, 50], [25, 45], [20, 40], [13, 35], [8, 30], [5, 25], [2, 20], [-1, 15], [0, 10]], "Lose": [[1, 0], [-1, 0], [-3, 0], [-5, 0], [-7, 0], [-10, 0], [-12, 0], [-15, 0], [-18, 0], [0, 0]], }, "TournamentFinalMatch": { "Win": [[40, 100], [25, 95], [20, 85], [15, 75], [10, 65], [8, 60], [5, 50], [2, 40], [-1, 30], [0, 20]], "Lose": [[1, -5], [-1, -10], [-3, -15], [-7, -20], [-15, -20], [-20, -25], [-30, -30], [-40, -30], [-50, -34], [0, -40]], }, }, // Episode 3 card auction configuration. CardAuctionPoints specifies how many // points each player gets when they join an auction (this may be anywhere // from 0 to 65535, but a somewhat-low number is generally good). // CardAuctionSize specifies how many cards will be present in each auction; // this can be an integer if auctions should always have the same number of // cards, or it can be a list of [min count, max count] and the server will // choose a random number of cards in that range for each auction. // CardAuctionPool is a dictionary specifying the relative frequencies and // costs of each card in the auction pool. Relative frequencies are 64-bit // integers, but should generally be less than 0x0100000000000000 to avoid // excessive bias. All relative frequencies must sum to a number less than // 0x10000000000000000 (the limit of an unsigned 64-bit integer). When players // enter an auction, the auctioned cards are drawn with replacement from the // distribution specified here. "CardAuctionPoints": 30, "CardAuctionSize": [6, 8], "CardAuctionPool": { // "CardName": [RelativeFrequency, MinPrice] "Beat +": [500, 4], "Berserk +": [800, 7], "Biboo": [500, 6], "Chaos Bringer": [900, 3], "Charity +": [800, 4], "Counter +": [800, 9], "Dark Flow": [600, 11], "Dolmolm": [500, 8], "Egg Rappy": [800, 2], "Epsilon": [300, 7], "Gather +": [800, 8], "Gibbles +": [700, 6], "Grants": [200, 4], "Hallo Rappy +": [800, 3], "Heart Of Poumn": [600, 5], "Heaven Punisher": [500, 6], "Lavis Cannon": [400, 7], "Piety": [800, 5], "Rag Rappy +": [800, 2], "Rich +": [700, 2], "Snail Pace": [900, 3], "Striker of Chao": [500, 5], "Thread +": [800, 8], }, // Episode 3 lobby banners. Currently only images are supported. // Image files are expected to be in BMP or PPM format, and should be placed // in the system/ep3/banners directory. Image sizes must be a multiple of 4 // pixels in both dimensions, must be no larger than 0x37000 bytes when // encoded as a GVM file (newserv will do this encoding internally), and must // compress to no larger than 0x3800 bytes. newserv will fail on startup if // any of these constraints aren't satisfied. // Banners are specified as lists of [type, where, filename]. type should be // 1 for image files. where is a bitmask specifying where in the lobby the // banner should appear; the bits are: // 00000001: South above-counter banner (facing away from teleporters) // 00000002: West above-counter banner // 00000004: North above-counter banner (facing toward jukebox) // 00000008: East above-counter banner // 00000010: Banner above west (left) teleporter // 00000020: Banner above east (right) teleporter // 00000040: Banner at south end of lobby (opposite the jukebox) // 00000080: Immediately left of 00000040 // 00000100: Immediately right of 00000040 // 00000200: Same as 00000080, but further left and at a slight inward angle // 00000400: Same as 00000100, but further right and at a slight inward angle // 00000800: Banner at north end of lobby, above the jukebox // 00001000: Immediately right of 00000800 // 00002000: Immediately left of 00000800 // 00004000: Same as 00001000, but further right and at a slight inward angle // 00008000: Same as 00002000, but further left and at a slight inward angle // 00010000: Banners at west AND east ends of lobby, next to battle tables // 00020000: Immediately left of 00001000 (2 banners) // 00040000: Immediately right of 00001000 (2 banners) // 00080000: Banners on southwest AND southeast ends of the lobby // 00100000: Banners on south-southwest AND south-southeast ends of the lobby // 00200000: Floor banners in front of the counter (4 banners) // 00400000: Banners on both small walls in front of the battle tables // 00800000: On southern platform // 01000000: In front of jukebox // 02000000: In western battle table corner (next to 4-player tables) // 04000000: In eastern battle table corner (next to 2-player tables) // 08000000: In southeastern battle table corner (next to 2-player tables) // 10000000: In southwestern battle table corner (next to 4-player tables) // 20000000: Just north-northwest of the counter // 40000000: In front of the small wall in front of the 2-player battle tables // 80000000: Inside the lobby counter, facing southeast // For example, to make the image system/ep3/banners/test-image.bmp appear in // the lobby above both the left and right teleporters, you would set // Episode3LobbyBanners like so: // "Episode3LobbyBanners": [ // [1, 0x00000030, "test-image.bmp"], // ], "Episode3LobbyBanners": [], // Quest category configuration. See README.md for information on how quest // files should be named. This list specifies the quest category names and // descriptions. (We don't use a map here because the category order // specified here is the order that appears in the quest menu.) "QuestCategories": [ // Each entry is [flags, directory_name, category_name, description]. // These fields are: // flags: a bit field containing the following: // 0x01 - appears in normal mode // 0x02 - appears in battle mode // 0x04 - appears in challenge mode // 0x08 - appears in solo mode (BB) // 0x10 - appears at government counter (BB) // 0x20 - appears in download quest menu // 0x40 - appears in Episode 3 download quest menu // directory_name: the directory inside system/quests that contains quests // for this category. // category_name: what appears in the quest menu on the client. // description: what appears in the category description window (may // contain color escape codes like $C6). [0x01, "retrieval", "Retrieval", "$E$C6Quests that involve\nretrieving an object"], [0x01, "extermination", "Extermination", "$E$C6Quests that involve\ndestroying all\nmonsters"], [0x01, "events", "Events", "$E$C6Quests that are part\nof an event"], [0x01, "shops", "Shops", "$E$C6Quests that contain\nshops"], [0x01, "vr", "Virtual Reality", "$E$C6Quests that are\ndone in a simulator"], [0x01, "tower", "Control Tower", "$E$C6Quests that take\nplace at the Control\nTower"], [0x01, "team", "Team", "$E$C6Quests for you\nand your team\nmembers."], [0x02, "battle", "Battle", "$E$C6Battle mode rule\nsets"], [0x04, "challenge-ep1", "Challenge (Episode 1)", "$E$C6Challenge mode\nquests in Episode 1"], [0x84, "challenge-ep2", "Challenge (Episode 2)", "$E$C6Challenge mode\nquests in Episode 2"], [0x08, "solo", "Solo", "$E$C6Quests that require\na single player"], [0x10, "government-ep1", "Hero in Red", "$E$CG-Red Ring Rico-\n$C6Quests that follow\nthe Episode 1\nstoryline"], [0x10, "government-ep2", "The Military's Hero", "$E$CG-Heathcliff Flowen-\n$C6Quests that follow\nthe Episode 2\nstoryline"], [0x10, "government-ep4", "The Meteor Impact Incident", "$E$C6Quests that follow\nthe Episode 4\nstoryline"], [0x20, "download", "Download", "$E$C6Quests to download\nto your Memory Card"], [0x40, "download-ep3-trial", "Trial Download", "$E$C6Quests to download\nto your Memory Card\nfrom Episode 3\nTrial Edition"], [0x40, "download-ep3", "Download", "$E$C6Quests to download\nto your Memory Card"], ], // Quest result item definitions for opcode F95E (used in Black Paper's // Dangerous Deal 1 and 2). This list is indexed as [reward_type][difficulty]. // Reward types 0, 1, 2, and 4 are used by vanilla PSOBB; other reward types // can be specified when using the F95E quest opcode in custom quests. Rewards // are chosen uniformly at random from the list corresponding to the reward // location and difficulty level. All items in these lists must be hex item // codes (1-16 bytes); textual descriptions are not supported here. "QuestF95EResultItems": [ [ ["009000", "009001", "009002", "009003", "009004", "009005", "009006", "009007", "009008", "00B400", "01014E", "010307", "010341", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00B900", "003400", "000901", "009002", "009007", "002C00", "002D00", "010235", "000106", "000105", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00B600", "008A01", "001001", "001002", "001003", "001004", "001005", "001006", "002700", "000107", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00B700", "001001", "001002", "001003", "001004", "001005", "001006", "002900", "008A00", "008A02", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ], [ ["01028B", "010228", "010134", "010303", "01030B", "031807", "005500", "010329", "01032F", "01032C", "010323", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["01028C", "010215", "01028A", "010140", "010344", "010346", "010345", "010347", "031807", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00CB00", "003A00", "008C02", "01022B", "005000", "000B06", "000A06", "000A04", "005500", "002300", "003B00", "031807", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["005100", "010352", "010320", "01033E", "010229", "031807", "000B04", "000A06", "005600", "003B00", "002300", "000A05", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ], [ ["010132", "002F01", "00B300", "005E00", "000E02", "002E00", "009500", "009A00", "002F00", "01031B", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00C000", "00D200", "008D00", "01012E", "008B00", "000907", "004E00", "006D00", "001500", "008B02", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00AA00", "010141", "010151", "010223", "003F00", "004100", "000507", "000506", "000505", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ["00AF00", "004300", "010351", "00CD00", "009900", "006C00", "004500", "006B00", "001200", "006500", "010229", "001300", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000", "040000"], ], [ ["00BA00", "000D03", "004301", "000708", "004201", "00C900", "031000", "010295", "01028F", "010291"], ["00BB00", "000D03", "00B700", "004201", "000708", "00C900", "010136", "01028A", "010299", "010351", "01035B", "010352", "031000", "03180A"], ["00BA00", "00B400", "000D03", "00B600", "00B300", "000708", "004301", "00C900", "010136", "01028A", "010299", "010285", "010348", "010351", "01035B", "010352", "031000"], ["00BA00", "00B400", "000D03", "00B600", "00B300", "000708", "004301", "00C900", "010136", "01028A", "010299", "010285", "010348", "010351", "01035B", "010352"], ], ], // Results for quest opcode F95F (used in Gallon's Plan). This list is indexed // by type (which is the third argument to the opcode). The entries here are // [num_photon_tickets, item_hex]. "QuestF95FResultItems": [ [0, ""], // Unused [10, "00D500"], [15, "000A07"], [20, "010157"], ], // Result item definitions for Secret Lottery Ticket exchange (quest opcode // F95C, used in the Good Luck quest). "SecretLotteryResultItems": [ "000106", "000107", "000206", "000407", "000606", "000807", "000D01", "001300", "002000", "002700", "002C00", "003400", "003900", "003C00", "003E00", "004100", "004400", "004500", "004C00", "006A00", "008F07", "009A00", "01011B", "01011C", "010129", "010129", "010130", "010131", "010132", "010133", "010221", "010224", "010229", "01022B", "010235", "031000", ], // EXP multiplier for BB games. This must be an integer due to a client // limitation, and must be at least 1. "BBGlobalEXPMultiplier": 1, // BB team reward definitions. "TeamRewards": [ { "Key": "TeamFlag", "Name": "Team flag", "Description": "Show a custom banner\nabove your team's\nplayers in the lobby", "Points": 2500, "RewardFlag": 0x00000001, }, { "Key": "DressingRoom", "Name": "Dressing room", "Description": "Unlock the ability to\nchange your character's\nappearance", "Points": 3000, "RewardFlag": 0x00000002, }, { "Key": "Members20Leaders3", "Name": "20 team members", "Description": "Increase your team's\nsize limit to 30 members\nand 3 leaders", "Points": 1500, "RewardFlag": 0x00000004, }, { "Key": "Members40Leaders5", "Name": "40 team members", "Description": "Increase your team's\nsize limit to 40 members\nand 5 leaders", "Points": 4000, "PrerequisiteKeys": ["Members20Leaders3"], "RewardFlag": 0x00000008, }, { "Key": "Members70Leaders8", "Name": "70 team members", "Description": "Increase your team's\nsize limit to 70 members\nand 8 leaders", "Points": 9000, "PrerequisiteKeys": ["Members40Leaders5"], "RewardFlag": 0x00000010, }, { "Key": "Members100Leaders10", "Name": "100 team members", "Description": "Increase your team's\nsize limit to 100 members\nand 10 leaders", "Points": 18000, "PrerequisiteKeys": ["Members70Leaders8"], "RewardFlag": 0x00000020, }, { "Key": "PointOfDisaster", "Name": "Quest: Point of Disaster", "Description": "Unlock the quest\nPoint of Disaster\nfor your team", "Points": 1000, }, { "Key": "ToysTwilight", "Name": "Quest: Toys Twilight", "Description": "Unlock the quest\nToys Twilight\nfor your team", "Points": 1000, }, { "Key": "CommanderBlade", "Name": "Commander Blade", "Description": "Create a Commander\nBlade weapon", "IsUnique": false, "Points": 8000, "RewardItem": "00B200", }, { "Key": "UnionGuard", "Name": "Union Guard", "Description": "Create a Union Guard\nshield", "IsUnique": false, "Points": 100, // TODO: There are 4 of these in names-v4.json; which should we use? "RewardItem": "010295", }, { "Key": "Ticket500", "Name": "Team Points Ticket 500", "Description": "Create a 500-point ticket", "IsUnique": false, "Points": 500, "RewardItem": "031900", }, { "Key": "Ticket1000", "Name": "Team Points Ticket 1000", "Description": "Create a 1000-point ticket", "IsUnique": false, "Points": 1000, "RewardItem": "031901", }, { "Key": "Ticket5000", "Name": "Team Points Ticket 5000", "Description": "Create a 5000-point ticket", "IsUnique": false, "Points": 5000, "RewardItem": "031902", }, { "Key": "Ticket10000", "Name": "Team Points Ticket 10000", "Description": "Create a 10000-point ticket", "IsUnique": false, "Points": 10000, "RewardItem": "031903", }, ], // Cheat mode behavior. There are three values: // "Off": Cheat mode is disabled on the entire server. Cheat mode cannot be // enabled in games, and the $cheat command does nothing. This also // disables cheat options on the proxy server. // "OffByDefault": Cheat mode is disabled on the entire server, but can be // enabled in each game with the $cheat command. Cheat options are // available on the proxy server. // "OnByDefault": Cheat mode is enabled on the entire server, but can be // disabled in each game with the $cheat command. Cheat options are // available on the proxy server. "CheatModeBehavior": "OnByDefault", // Whether to enable patches on Episode 3 USA. This functionality depends on // exploiting a bug in Episode 3, and while it seems to work reliably on // Dolphin, it hasn't been tested on a real GameCube. So, newserv doesn't // enable Episode 3 USA patches by default; it only does if this option is on. // "EnableEpisode3SendFunctionCall": true, // Whether to allow cross-play for various game versions. DCv1 and DCv2 are // always allowed to join each other's games (though DCv2 can deny permission // for DCv1 players to join when creating a game); if AllowDCPCGames is // enabled, then PC players are allowed in DC games and vice versa. Similarly, // if AllowGCXBGames is enabled, then GameCube and Xbox players are allowed to // join each other's games. Note that this behavior is experimental; you are // likely to encounter bugs in cross-play games, especially in the DC/PC case. "AllowDCPCGames": false, "AllowGCXBGames": true, // By default, the server keeps track of items in all games, even for versions // other than Blue Burst. This enables use of the $what command, as well as // protection against item duplication cheats (the cheater is disconnected // instead of the other players). If item tracking causes any issues, it can // be turned off here. This option has no effect on Blue Burst games - item // tracking is always enabled for them. "EnableItemTracking": true, // These options control the behavior of items dropped from boxes and enemies. // ItemDropMode specifies whether any items drop at all; this setting applies // to all versions. UseServerItemTables specifies whether the dropped items // are generated by the client or by the server; this setting applies to all // versions except BB. For BB, items are always generated by the server. // Server item tables can only be used in non-BB games if item tracking is // also enabled. // Either option can be Off, On, OffByDefault, or OnByDefault. If the // ByDefault values are used, the game leader can enable or disable drops with // the $drop command, and can switch between server and client drop logic with // the $itemtable command. "ItemDropMode": "OnByDefault", "UseServerItemTables": "OffByDefault", // Whether to enable certain exception handling. Disabling this causes // newserv to abort when any client causes an exception, which is generally // only useful for debugging newserv itself. This setting should usually be // left on (which is the default behavior). "CatchHandlerExceptions": true, }