mirror of
https://github.com/Shadowss/TravianZ.git
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@@ -25,29 +25,37 @@ define('AUTOMATION_LOCK_FILE_NAME', 'automation.lck');
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//////////////////////////////////
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// ***** CRON / AUTOMATION *****//
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//////////////////////////////////
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// Automation ruleaza din cron.php (cron job pe server), nu din paginile
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// jucatorilor. Vezi comentariile din cron.php pentru instalarea cron job-ului.
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//
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// CRON_LOOP_SECONDS = cat timp tine o invocare de cron.php.
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// Multe hosturi nu permit cron mai des de 5 minute, iar Automation vrea sa
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// ruleze la ~60s. De aceea o invocare ruleaza mai multe tick-uri la rand.
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// 300 = potrivit pentru un cron "*/5 * * * *". Pune 0 daca hostul tau permite
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// cron la fiecare minut (atunci o invocare = un singur tick).
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// CRON_TICK_SECONDS = la cat timp se repeta un tick in interiorul invocarii.
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// Automation runs from cron.php (a server cron job), not from player page
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// requests. See the comments in cron.php for cron job installation instructions.
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//
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// CRON_LOOP_SECONDS = how long a single cron.php invocation runs.
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// Many hosting providers do not allow cron jobs to run more frequently than
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// every 5 minutes, while Automation is designed to run approximately every
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// 60 seconds. For this reason, a single invocation executes multiple ticks
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// in sequence.
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// 300 = suitable for a "*/5 * * * *" cron schedule.
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// Set to 0 if your hosting provider allows a cron job every minute
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// (in that case, each invocation executes only a single tick).
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//
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// CRON_TICK_SECONDS = the interval, in seconds, between each tick within a
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// single cron.php invocation.
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define('CRON_LOOP_SECONDS', %CRONLOOP%);
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define('CRON_TICK_SECONDS', %CRONTICK%);
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// Cheie pentru apelarea cron.php prin HTTP (wget/curl sau un serviciu extern de
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// cron). Rularea din linia de comanda (cron job cPanel) NU are nevoie de ea.
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// Generata automat la instalare; pastrata la salvarile de configuratie din ACP.
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// Key used to access cron.php via HTTP (wget/curl or an external cron service).
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// Command-line execution (e.g. a cPanel cron job) does NOT require it.
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// Automatically generated during installation and preserved when saving configuration settings from the ACP.
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define('CRON_KEY', '%CRONKEY%');
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//////////////////////////////////
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// ***** DATABASE CLEANUP *****//
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//////////////////////////////////
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// Tabelele care cresc nelimitat (rapoarte, chat, mesaje sterse) sunt curatate
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// periodic de Automation. 0 = dezactivat pentru fiecare regula in parte.
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// Rapoartele ARHIVATE de jucator nu se sterg niciodata.
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//
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// Tables that grow indefinitely (reports, chat, deleted messages) are cleaned
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// up periodically by Automation. Set each rule to 0 to disable it individually.
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//
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// Reports archived by players are never deleted.
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define('CLEANUP_REPORTS_DAYS', %CLEANUPREPORTS%);
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define('CLEANUP_CHAT_DAYS', %CLEANUPCHAT%);
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define('CLEANUP_MESSAGES_DAYS', %CLEANUPMESSAGES%);
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@@ -55,26 +63,36 @@ define('CLEANUP_INTERVAL', 3600);
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define('CLEANUP_BATCH', 5000);
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//////////////////////////////////
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// ***** EROU *****//
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// ***** HERO *****//
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//////////////////////////////////
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// Regenerarea de BAZA a vietii eroului, in HP pe zi, independenta de punctele
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// puse in atributul de regenerare (ca in Travian T4). Fara ea, un erou cu 0
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// puncte in regenerare nu si-ar reface niciodata viata si ar muri inevitabil
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// dupa destule aventuri. Se scaleaza cu viteza serverului, ca si regenerarea
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// din atribute. 0 = dezactivata (comportamentul vechi).
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//
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// The hero's BASE health regeneration, in HP per day, independent of the
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// points invested in the Regeneration attribute (as in Travian T4).
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// Without this, a hero with 0 points in Regeneration would never recover
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// health and would eventually die after enough adventures.
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//
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// It scales with the server speed, just like regeneration from attributes.
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// Set to 0 to disable it (legacy behavior).
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define('HERO_BASE_REGEN', %HEROBASEREGEN%);
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// Ratele casei de schimb din casa de licitatii:
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// HERO_SILVER_PER_GOLD = cat argint primesti pentru 1 aur
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// HERO_SILVER_TO_GOLD = cat argint costa 1 aur la schimbul invers
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// Diferenta dintre ele este marja casei (ca in Travian: 1 aur -> 10 argint,
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// dar 25 argint -> 1 aur).
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// Auction House exchange rates:
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//
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// HERO_SILVER_PER_GOLD = how much silver you receive for 1 gold
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// HERO_SILVER_TO_GOLD = how much silver it costs to buy 1 gold
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//
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// The difference between the two rates is the Auction House margin
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// (just like in Travian: 1 gold → 10 silver, but 25 silver → 1 gold).
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define('HERO_SILVER_PER_GOLD', %HEROSILVERPERGOLD%);
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define('HERO_SILVER_TO_GOLD', %HEROSILVERTOGOLD%);
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// Atributul de erou "Resources" (T4): cate resurse produce un punct pe ora.
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// ALL = cand bonusul e raspandit egal pe toate patru (implicit 3 din fiecare)
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// ONE = cand e concentrat pe o singura resursa (implicit 10)
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// Hero "Resources" attribute (T4): how many resources each attribute point
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// produces per hour.
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//
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// ALL = when the bonus is distributed equally across all four resources
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// (default: 3 of each resource)
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//
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// ONE = when the bonus is concentrated on a single resource
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// (default: 10)
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define('HERO_RES_PER_POINT_ALL', %HERORESALL%);
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define('HERO_RES_PER_POINT_ONE', %HERORESONE%);
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