> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/gameservercs/data/common.md).

# Common

## GameServerInfo - Common.dat

Global GameServer configuration: server identity, connectivity infrastructure, systemic logging, anti-cheat enforcement, Player Killer (PK) parameters, Guild mechanics, Gens faction variables, MU Helper profiles, Cash Shop settings, experience curves, drop matrices, potion potencies, and a comprehensive suite of mechanical behavior switches.

### Customer / License

| **Key**            | **What it is**                                                                                                 |
| ------------------ | -------------------------------------------------------------------------------------------------------------- |
| CustomerName       | Registered name of the server licensee (utilized for internal validation and software licensing verification). |
| CustomerHardwareId | Hardware identifier (HWID) bound to the software license.                                                      |

### Server

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>ServerName</td><td>The display name of the server instance as seen by players.</td></tr><tr><td>ServerCode</td><td>Unique identification number assigned to this GameServer instance when communicating with the DataServer/JoinServer. It routes characters across multi-server map architectures. Every running instance must possess a distinct code.</td></tr><tr><td>ServerLock</td><td>Minimum account tier level (<code>AccountLevel</code>) required to establish a connection. Connections from accounts below this threshold are immediately severed (highly useful for locking an instance to VIP users or staff during maintenance). <code>0</code> = unrestricted entry.</td></tr><tr><td>ServerPort</td><td>Bound TCP port designated for the GameServer instance.</td></tr><tr><td>ServerVersion</td><td>Explicit client version verification string required from incoming client connections.</td></tr><tr><td>ServerSerial</td><td>Server license serial authentication string.</td></tr><tr><td>ServerMaxUserNumber</td><td>Maximum simultaneous player connections allowed on this instance.</td></tr><tr><td>ServerMinLevel / ServerMaxLevel</td><td>Absolute character level range permitted to connect (<code>0</code> = no boundary).</td></tr><tr><td>ServerMinReset / ServerMaxReset</td><td>Absolute character reset range permitted to connect.</td></tr><tr><td>ServerMinMasterReset / ServerMaxMasterReset</td><td>Absolute character master reset range permitted to connect.</td></tr><tr><td>ServerPkCanEnter</td><td><code>1</code> = characters with an active Player Killer (PK) status are permitted to enter this specific server instance.</td></tr></tbody></table>

### Connections

| **Key**                                  | **What it is**                                                      |
| ---------------------------------------- | ------------------------------------------------------------------- |
| DataServerAddress / DataServerPort       | Network IP address and bound port for the DataServer connection.    |
| JoinServerAddress / JoinServerPort       | Network IP address and bound port for the JoinServer connection.    |
| ConnectServerAddress / ConnectServerPort | Network IP address and bound port for the ConnectServer connection. |

### Logs

| **Key**                                                                                                                                                                                                                      | **What it is**                                                                                                                                                                                                                                                                                                                    |
| ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| WriteChatLog / WriteCommandLog / WriteTradeLog / WriteConnectLog / WriteHackLog / WriteCashShopLog / WriteChaosMixLog / WriteZenLog / WriteStoreLog / WriteBagDropLog / WriteMonsterDropLog / WriteItemDropLog / WriteLuaLog | `0`/`1` — toggles the diagnostic file logging mechanism for specific sub-systems (player chat, commands executed, trade exchanges, connections, anti-cheat alerts, cash shop purchases, Chaos Machine combinations, Zen transactions, personal stores, event item bag drops, monster drops, item drops, and Lua script routines). |

### Anti-Cheat (Hack Detection)

| **Key**                                                                                                       | **What it is**                                                                                                           |
| ------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------ |
| CheckSpeedHack / CheckSpeedHackTolerance                                                                      | Enables structural speed hack detection along with its corresponding internal timing threshold tolerance.                |
| CheckLatencyHack / CheckLatencyHackTolerance                                                                  | Enables specialized latency manipulation verification along with its network timing tolerance.                           |
| CheckAutoPotionHack                                                                                           | Enables detection routines checking for abnormal macro-driven potion consumption speeds.                                 |
| CheckAutoPotionHackTolerance\_Life / Mana / Shield / Complex / EliteLife / EliteMana / EliteShield / Antidote | Target evaluation timing tolerances for the macro detector, mapped individually by potion type.                          |
| CheckAutoComboHack / CheckAutoComboHackTolerance                                                              | Enables structural validation routines verifying unnatural weapon/skill combo sequences along with its window tolerance. |

### Skill Attack Speed Cheat Enforcement (`HackSkillCheck.txt`)

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>SpeedHackSkillEnable</td><td><code>0</code>/<code>1</code> — activates the dedicated attack speed validation sub-system for skill execution.</td></tr><tr><td>SpeedHackSkillType</td><td>Sets the programmatic action taken when a violation occurs: <code>0</code> = log violation only. <code>1</code> = disconnect character. <code>2</code> = suppress current attack packet. <code>3</code> = suppress current attack packet for X milliseconds. <code>4</code> = disconnect character and lock account. <code>5</code> = silently ignore overflowing attack frames.</td></tr><tr><td>SpeedHackSkillPenalty</td><td>Suppression window duration measured in milliseconds when <code>Type = 3</code>.</td></tr><tr><td>SpeedHackSkillMaxOverHits</td><td>Maximum number of "early hits" (overflow packets exceeding calculated frame limits based on character attack speed) tolerated before taking enforcement action.</td></tr><tr><td>SpeedHackSkillMaxOverHitsType</td><td>Enforcement action triggered specifically when the <code>MaxOverHits</code> threshold is breached (uses the same values as <code>Type</code>).</td></tr><tr><td>SpeedHackSkillDialog</td><td><code>1</code> = pushes a localized system warning dialog directly onto the client interface.</td></tr><tr><td>SpeedHackSkillDebug</td><td><code>1</code> = outputs raw frame timing and action data streams to the diagnostic log file.</td></tr></tbody></table>

### Anti Flood

| **Key**            | **What it is**                                                                                                   |
| ------------------ | ---------------------------------------------------------------------------------------------------------------- |
| AntiFloodActive    | `0`/`1` — enables packet flooding protection filters on incoming connection slots.                               |
| AntiFloodResetTime | Timing loop window (ms) after which the localized packet counters are cleared back to zero.                      |
| AntiFloodMaxCount  | Maximum aggregate network packet packets tolerated within the defined `AntiFloodCheckTime` window.               |
| AntiFloodCheckTime | Sampling timeframe window size measured in milliseconds used to measure inbound packet frequencies.              |
| AntiFloodBlocTime  | Network socket suspension duration in milliseconds applied to the connection if packet constraints are breached. |

### General Settings

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>MaxItemOption</td><td>Maximum count of parallel item options simultaneously supported on a single item item structure.</td></tr><tr><td>MaxIpConnection</td><td>Maximum parallel concurrent socket connections allowed from a single localized IP address.</td></tr><tr><td>MaxOffConnection</td><td>Maximum offline character instances (e.g., active Offline MU Helper stores) allowed per individual IP address — structurally restricted to <code>≤ MaxIpConnection - 1</code>.</td></tr><tr><td>PersonalCodeCheck</td><td><code>1</code> = mandates secondary security code validation (personal lock password) before processing character modifications or critical actions.</td></tr><tr><td>SetItemAcceptHarmonySwitch</td><td><code>1</code> = permits reinforcing items belonging to Ancient armor sets with Jewel of Harmony enhancements.</td></tr><tr><td>SocketItemAcceptHarmonySwitch</td><td><code>1</code> = permits reinforcing items populated with Socket option matrices with Jewel of Harmony enhancements.</td></tr></tbody></table>

### Monster

| **Key**         | **What it is**                                                                                                            |
| --------------- | ------------------------------------------------------------------------------------------------------------------------- |
| MonsterLifeRate | Global percentage scalar applied to the baseline health pools of all server monsters (`100` = base/normal configuration). |

### Health Bar Display

| **Key**                                      | **What it is**                                                                                                  |
| -------------------------------------------- | --------------------------------------------------------------------------------------------------------------- |
| MonsterHealthBarSwitch / UserHealthBarSwitch | `0`/`1` — dictates whether localized numeric/visual health bars are rendered overhead for monsters and players. |

### Player Killer (PK)

| **Key**           | **What it is**                                                                                                                                                                 |
| ----------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| NonPK             | `1` = completely strips out open-world PvP mechanics (players cannot cause damage to others outside designated dueling maps or arena events).                                  |
| PKLimitFree       | The maximum allowable PK point threshold a character can accumulate prior to incurring systemic Player Killer locks, bounded by server constraints.                            |
| PKDownTime1       | Time in seconds required to decay exactly 1 accumulated PK point when the character is not currently flagged as a murderer (`PKLevel < 3`).                                    |
| PKDownTime2       | Time in seconds required to decay exactly 1 accumulated PK point when the character has crossed into murderer status (`PKLevel ≥ 3`) — establishes asymmetric recovery timers. |
| AccumulateValue   | Evaluation scalar used for calculations: `Accumulated Cost = Clearing Base × PK Level` (typically acts as a dynamic currency pricing scalar for PK removal systems).           |
| MaxLevelDiference | Maximum allowed level gap between the attacker and defender for a kill to generate PK point progression (suppresses low-level exploitation).                                   |
| PKCanUseNPC       | `1` = permits characters flagged with murderer or PK status to interact with environmental system NPCs normally.                                                               |

### Trade

| **Key**          | **What it is**                                                                                    |
| ---------------- | ------------------------------------------------------------------------------------------------- |
| TradeSwitch      | `0`/`1` — toggles the baseline player-to-player secure trading mechanism.                         |
| TradeEnableForPK | `1` = preserves item trading access for characters currently locked into murderer/PK level tiers. |

### Personal Shop

| **Key**            | **What it is**                                                                                        |
| ------------------ | ----------------------------------------------------------------------------------------------------- |
| PersonalShopSwitch | `0`/`1` — toggles localized player-hosted trading bazaar functionalities (Personal Shop storefronts). |

### Duel

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>DuelSwitch</td><td><code>0</code>/<code>1</code> — toggles the formalized target dueling sub-system.</td></tr><tr><td>DuelArenaAnnounceSwitch</td><td><code>1</code> = broadcasts the final match resolution and winner across the global server message channel.</td></tr><tr><td>DuelArenaDisableRestoreHP / DisableRestoreSD</td><td><code>1</code> = prevents the automated recovery systems from instantly regenerating player HP and SD pools upon initializing entry into the duel arena mapping space.</td></tr><tr><td>DuelAddEffectToWinner</td><td>Visual status aura effect assigned to the winning duelist. <code>-1</code> = disabled.</td></tr><tr><td>DuelAddEffectWinnerTime</td><td>Longevity of the visual aura effect assigned above, measured in seconds.</td></tr><tr><td>DuelMaxTime</td><td>Absolute match time limit for duel engagements, in minutes.</td></tr><tr><td>DuelMaxScore</td><td>Target round wins required to definitively conclude a duel matchup.</td></tr><tr><td>DuelBet</td><td><code>1</code> = allows players to leverage custom Zen stakes as wagers on duel outcomes.</td></tr></tbody></table>

### Guild

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>GuildCreateSwitch / GuildDeleteSwitch</td><td><code>0</code>/<code>1</code> — controls whether players can found or dissolve individual Guild data structures.</td></tr><tr><td>GuildCreateMinLevel</td><td>Minimum level requirement a player must achieve before creating a Guild.</td></tr><tr><td>GuildInsertMaxUser1</td><td>Cap on member slots for Guild Masters whose character class is not Dark Lord (when the Guild Master has reset points, this acts as a hard ceiling; on characters without resets, the capacity scales programmatically via <code>(Level+MasterLevel)/10</code> bounded by this configuration parameter).</td></tr><tr><td>GuildInsertMaxUser2</td><td>Identical roster capacity cap designated exclusively for Dark Lord Guild Masters (who integrate <code>Command/10</code> into their base calculations when resets are absent).</td></tr><tr><td>GuildAllianceMinUser</td><td>Minimum baseline member roster size a Guild must possess to enter into an Alliance treaty.</td></tr><tr><td>GuildAllianceMaxCount</td><td>Absolute cap on the number of individual Guild structures that can cluster under a single Alliance umbrella.</td></tr><tr><td>GuildOwnerDestroyLimit</td><td><code>1</code> = strictly ensures only the supreme Guild Master account has the structural authority to delete the collective group.</td></tr><tr><td>GuildRequestApproval</td><td>Configures authorization tiers for incoming guild roster additions: <code>0</code> = only the main Guild Master can approve recruits. <code>1</code> = Guild Master and Assistant Master can approve. <code>2</code> = Guild Master, Assistant Master, and Battle Masters can approve.</td></tr><tr><td>GuildDisablePK</td><td><code>1</code> = suppresses damage packets exchanged between members belonging to the same Guild structure.</td></tr><tr><td>GuildAllianceDisablePK</td><td><code>1</code> = suppresses damage packets exchanged between members of allied Guild structures.</td></tr></tbody></table>

### Elf Buffer (Support NPC Buffs)

| **Key**                         | **What it is**                                                                                                                         |
| ------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------- |
| ElfBufferMaxLevel\_AL0 – AL3    | The maximum level cap beyond which characters can no longer receive stat blessings from the support NPC, sorted by account type tiers. |
| ElfBufferMaxReset\_AL0 – AL3    | The maximum reset count limitation past which characters are ineligible for support NPC blessings, sorted by account type tiers.       |
| ElfBufferDamageConstA / ConstB  | Formula coefficients mapping the mathematical attack power scaling added by the NPC blessing.                                          |
| ElfBufferDefenseConstA / ConstB | Formula coefficients mapping the mathematical defense rating scaling added by the NPC blessing.                                        |
| ElfBufferDisableQuest           | `1` = detaches structural progression quests from interacting with the Elf support NPC.                                                |

### Experience Curves

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>AddExperienceRate_AL0 – AL3</td><td>Base percentage modifier applied to standard character experience gains, split by account classification tiers.</td></tr><tr><td>AddMasterExperienceRate_AL0 – AL3</td><td>Base percentage modifier applied to Master Skill Tree level progression experience gains, split by account tiers.</td></tr><tr><td>MinMasterExperienceMonsterLevel_AL0 – AL3</td><td>Minimum monster level required for a kill to yield Master level experience progression, split by account tiers.</td></tr><tr><td>AddEventExperienceRate_AL0 – AL3</td><td>Experience gain percentage scalar explicitly applied within world instances and automated events.</td></tr><tr><td>AddQuestExperienceRate_AL0 – AL3</td><td>Experience gain percentage scalar applied to reward payloads disbursed on quest completion.</td></tr><tr><td>OffAttackExperienceRate_AL0 – AL3</td><td>Percentage efficiency scalar for experience accumulation during background offline automated farming modes (<code>/offattack</code>).</td></tr><tr><td>AutoResetExperienceRate_AL0 – AL3</td><td>Baseline experience scaling applied immediately following an automated reset procedure execution.</td></tr><tr><td>OffHelperExperienceRate_AL0 – AL3</td><td>Experience rate adjustments processed while running the MU Helper routine natively.</td></tr><tr><td>DarkHorseExperienceRate_AL0 – AL3</td><td>Level experience scaling earned for the Dark Horse mount accessory when equipped during combat.</td></tr><tr><td>DarkRavenExperienceRate_AL0 – AL3</td><td>Level experience scaling earned for the Dark Raven pet companion when active during combat.</td></tr></tbody></table>

### Item Drops

| **Key**                 | **What it is**                                                                                                                  |
| ----------------------- | ------------------------------------------------------------------------------------------------------------------------------- |
| ItemDropTime            | Persistence window in seconds that dropped equipment items remain resting on the map floor before despawning from world memory. |
| ItemDropRate\_AL0 – AL3 | Baseline percentage matrix governing global equipment items dropping from slain monsters, grouped by account tier brackets.     |

### Zen Drops

| **Key**                        | **What it is**                                                                                                                |
| ------------------------------ | ----------------------------------------------------------------------------------------------------------------------------- |
| MoneyDropTime                  | Persistence window in seconds that dropped Zen currency remains resting on the map floor before despawning from world memory. |
| MoneyAmountDropRate\_AL0 – AL3 | Percentage chance matrix governing the visual generation of Zen currency piles on monster deaths, grouped by account tiers.   |

### Advanced Zen Drop Matrices

| **Key**               | **What it is**                                                                                                                                                                                                                                                                       |
| --------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| MoneyValue\_AL0 – AL3 | When configured away from `0`, activates an algorithmic calculation overriding standard currency drops: `Zen Dropped = (MoneyValue × Target Monster Level) + Equipment Percentage Bonuses`. `0` = disabled (bypasses calculations and pulls from baseline configuration parameters). |

### Item Durability Deterioration

| **Key**                                                                                                                                                                                    | **What it is**                                                                                                                                                                                       |
| ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| WeaponDurabilityRate / ArmorDurabilityRate / WingDurabilityRate / GuardianDurabilityRate / PendantDurabilityRate / RingDurabilityRate / DarkSpiritDurabilityRate / DarkHorseDurabilityRate | Deterioration curve tuning value (`1000` = base/100% calculation rate) applied across individual equipment categories — higher values decrease the speed of durability loss, reducing repair cycles. |

### Trade Transaction Restrictions

| **Key**                                                              | **What it is**                                                                                                                                                                                                      |
| -------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| TradeItemBlock                                                       | `1` = enables an overarching item-locking safety protocol restricting transactional trades based on the rules declared below.                                                                                       |
| TradeItemBlockExc / BlockSet / BlockHarmony / BlockSell / BlockLucky | `1` = blocks trade exchange transactions (or item vendor sales in the context of `BlockSell`) matching Excellent attributes / Ancient armor set structures / Harmony options / Lucky item item profiles explicitly. |

### Level Up Parameters

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>MaxLevelUp</td><td>Hard limit on the maximum number of simultaneous levels a character can jump from a single monster kill packet.</td></tr><tr><td>MaxLevelUpEvent</td><td>Identical level jump ceiling specifically applied inside instance event structures.</td></tr><tr><td>MaxLevelUpQuest</td><td>Identical level jump ceiling applied to quest completion reward payloads.</td></tr><tr><td>MaxStatPoint_AL0 – AL3</td><td>Cap on the absolute accumulation of unassigned free stat points a character can bank before allocation, sorted by account tiers.</td></tr><tr><td>DWLevelUpPoint – RFLevelUpPoint</td><td>Base unallocated attribute points distributed to a character automatically on level advancement, split by class structure.</td></tr><tr><td>PlusStatPoint</td><td>Bonus stat point allocation modifiers integrated when parsing structural tier progressions (used along with <code>RankUser</code>/level markers above 220 depending on <code>CommandResetType</code>).</td></tr></tbody></table>

### Character Creation Logic

| **Key**                                                                                                     | **What it is**                                                                                                                                                                                                                          |
| ----------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| CharacterCreateSwitch                                                                                       | `0`/`1` — toggles whether characters can be generated inside account interfaces.                                                                                                                                                        |
| MGCreateType / DLCreateType / SUCreateType / RFCreateType                                                   | `0` = specialized classes initialize at their base forms (requiring classic level progression to advance). `1` = specialized classes instantiate with high level parameters bypass requirements based on the parameters declared below. |
| MGCreateLevel\_AL0-AL3, MGCreateReset\_AL0-AL3, MGCreateMasterReset\_AL0-AL3 (and equivalents for DL/SU/RF) | Target starting Level / Reset / Master Reset states initialized automatically when `XXCreateType = 1`, sorted by account tier categories.                                                                                               |

### Shield Gauge Mechanics (SD Formulas)

| **Key**                                     | **What it is**                                                                                                                            |
| ------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- |
| ShieldGaugeRate                             | Regulates regeneration rates for the auxiliary PvP Shield (SD) pool.                                                                      |
| ShieldGaugeFormulaDW – ShieldGaugeFormulaRF | Structural template text declaring the math parsing variables governing the absolute maximum SD pool calculations for individual classes. |
| ShieldGaugeAttackRate                       | Rate of SD consumption occurring during combat engagements.                                                                               |
| ShieldGaugeAttackComboMiss                  | `1` = combo strikes that fail accuracy verification checks (misses) still inflict systemic SD gauge decay.                                |

### Master Skill Tree

| **Key**                 | **What it is**                                                                                           |
| ----------------------- | -------------------------------------------------------------------------------------------------------- |
| MasterSkillTree         | `0`/`1` — toggles whether the Master Skill Tree system is available to characters on third-tier classes. |
| MasterSkillTreePoint    | Allocation point payload granted to the character per Master Level advancement.                          |
| MasterSkillTreeMaxLevel | Absolute leveling boundary used as a cutoff ceiling for gathering Master Skill Tree points.              |

### Gens Faction Mechanics

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>GensSystemSwitch</td><td><code>0</code>/<code>1</code> — toggles the operational presence of the asymmetric Gens world faction system.</td></tr><tr><td>GensSystemGuildLock / PartyLock</td><td><code>1</code> = structurally restricts players from mixing distinct faction members inside a single Guild or Party unit (suppresses cross-faction collusion).</td></tr><tr><td>GensSystemInsertMinLevel</td><td>Character level requirement required to join a Gens group.</td></tr><tr><td>GensSystemContributionFloodTime</td><td>Minimum structural cooldown in seconds between tracking PvP faction points (suppresses target-farming exploit loops).</td></tr><tr><td>GensSystemVictimContributionDecrease / KillerContributionIncrease</td><td>Static contribution points lost or won on a basic PK action inside Gens territory.</td></tr><tr><td>GensSystemVictimMinContributionDecrease / MaxContributionDecrease</td><td>Bounded calculation range defining the variance of contribution point decay suffered by the target player.</td></tr><tr><td>GensSystemKillerMinContributionIncrease / MaxContributionIncrease</td><td>Bounded calculation range defining the variance of contribution points awarded to the attacking player.</td></tr><tr><td>GensSystemStartRewardDay / FinalRewardDay</td><td>Calendar days of the week designated as the open execution window where Gens faction reward distribution occurs.</td></tr><tr><td>GensDisablePK</td><td><code>1</code> = suppresses PK tracking calculations and standard criminal statuses when combat occurs between members belonging to the same Gens faction.</td></tr></tbody></table>

### MU Helper

| **Key**                                                                | **What it is**                                                                                                                                 |
| ---------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------- |
| HelperSwitch\_FREE / AL1 / AL2 / AL3                                   | `0`/`1` — grants structural execution access to the internal client bot farm utility (MU Helper), split by account tiers.                      |
| HelperActiveLevel                                                      | Character level restriction required before the client bot utility can be initialized.                                                         |
| HelperActiveDelay                                                      | Mandatory cooling window in seconds before the bot farming routine can be reactivated following an interruption.                               |
| HelperActiveMoney1 – HelperActiveMoney5 (`_FREE`/`_AL1`/`_AL2`/`_AL3`) | Zen currency pricing arrays associated with the 5 tier loops of bot processing duration packages, sorted by account classification parameters. |

### Cash Shop

| **Key**                                                | **What it is**                                                                                                                                                            |
| ------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| CashShopSwitch                                         | `0`/`1` — toggles integration connectivity for the internal Virtual Currency Store interface (Cash Shop).                                                                 |
| CashShopScriptVersion1/2/3, CashShopBannerVersion1/2/3 | Structural version verification tags utilized by the connecting client interface to track if structural script tables or layout layouts require a cache clear/redownload. |
| CashShopGoblinPointDelay                               | Cooldown window in seconds tracking successive transactions inside Goblin Point token exchanges.                                                                          |
| CashShopGoblinPointValue\_AL0 – AL3                    | Mathematical tuning scalars adjusting premium token calculations, split across account brackets.                                                                          |

### Party Mechanics

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>PartyReconnectTime</td><td>Safety window tracking in seconds how long a character's designated slot inside a Party data structure is held following an unexpected disconnection packet.</td></tr><tr><td>PartyGeneralExperience1 – 10</td><td>Percentage allocation modifiers shifting combat experience payoffs split incrementally by absolute player presence in the party array (1 to 10 players) — evaluated against standard monsters.</td></tr><tr><td>PartySpecialExperience1 – 10</td><td>Identical allocation modifiers shifting experience tracking profiles within specialized scenario engines (events and programmatic instances).</td></tr><tr><td>PartyMaxMembers</td><td>Absolute limitation capping player positions inside a unified Party data unit (<code>5</code> or <code>10</code> slot arrays).</td></tr><tr><td>PartyDisablePK</td><td><code>1</code> = suppresses damage packets when target interactions occur between elements joined inside the same Party configuration.</td></tr><tr><td>PartyDivideZen</td><td><code>1</code> = routes picked up Zen values and distributes shares across the nearby party members evenly.</td></tr><tr><td>PartyLevelDifference</td><td>Tolerance window checking maximum level variations allowed to pass verification when initiating a new party formation invite.</td></tr><tr><td>PartyMaxLevelDifference</td><td>Maximum level spread boundary tracked between the highest tier and lowest tier characters inside the party to qualify for complete party experience bonus structures.</td></tr><tr><td>PartyMaxRange</td><td>Coordinate grid radius checking the absolute distance bounds characters can separate from the center point before losing party experience routing sharing privileges.</td></tr></tbody></table>

### Potions

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>ApplePotionRate</td><td>Recovery calculation parameter governing life tracking recovery on Apple consumption.</td></tr><tr><td>SmallLifePotionRate / MidleLifePotionRate / LargeLifePotionRate</td><td>Recovery calculation tracking percentage scaling values for health recovery across S / M / L Healing Potion profiles.</td></tr><tr><td>SmallManaPotionRate / MidleManaPotionRate / LargeManaPotionRate</td><td>Recovery calculation tracking percentage scaling values for mana pool recovery across S / M / L Mana Potion profiles.</td></tr><tr><td>SmallShieldPotionRate / MidleShieldPotionRate / LargeShieldPotionRate</td><td>Recovery calculation tracking percentage scaling values for PvP Shield recovery across S / M / L SD Potion profiles.</td></tr><tr><td>SmallCompoundPotionRate1/2, MidleCompoundPotionRate1/2, LargeCompoundPotionRate1/2</td><td>Recovery tracking metrics detailing HP (1) and MP (2) payload distribution curves across S / M / L Combined Complex Potions.</td></tr><tr><td>EliteLifePotionRate / EliteManaPotionRate / EliteShieldPotionRate</td><td>Percentage payload calculations governing recovery bounds on Elite configuration items.</td></tr></tbody></table>

### Transformation Rings

| **Key**                                    | **What it is**                                                                                                                                                                                                                                      |
| ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| TransformationRing1 – TransformationRing13 | Specific item index mapping references declaring the item classification definitions (`Type` indicators inside Item Section 13) active as transformation items (embedded file comments declare item models and configurations mapped to each slot). |
| TransformConfirmation                      | `1` = forces the generation of an interface safety verification prompt before validating an appearance-altering transformation packet.                                                                                                              |

### Jewels

| **Key**                                                               | **What it is**                                                                                                                                |
| --------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------- |
| SoulSuccessRate\_AL0 – AL3                                            | Base percentage success probability tracking application routines for Jewel of Soul upgrade attempts, split by account tiers.                 |
| LifeSuccessRate\_AL0 – AL3                                            | Base percentage success probability tracking application routines for Jewel of Life option lines, split by account tiers.                     |
| HarmonySuccessRate\_AL0 – AL3                                         | Base percentage success probability tracking option insertion attempts using Jewel of Harmony materials, split by account tiers.              |
| SmeltStoneSuccessRate1\_AL0 – AL3 / SmeltStoneSuccessRate2\_AL0 – AL3 | Success matrices governing verification loops for refining variations 1 and 2 of Smelt Stone components, split by account tiers.              |
| AddLuckSuccessRate1\_AL0 – AL3 / AddLuckSuccessRate2\_AL0 – AL3       | Success matrices governing programmatic injection routines tracking Luck attribute additions across variants 1 and 2, split by account tiers. |

### Fruits

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>FruitAddPointMin / FruitAddPointMax</td><td>Bounded numeric distribution range tracking absolute attribute gains awarded upon passing successful fruit digestion rolls.</td></tr><tr><td>FruitAddPointSuccessRate_AL0 – AL3</td><td>Percentage mathematical success probability governing attribute additions, sorted by account profiles.</td></tr><tr><td>FruitMaxAddPointDW – RF</td><td>Maximum point ceiling cap restricting fruit stat injections, grouped by character class (default matrices typically populate limits for Dark Wizards exclusively; other structural entries remain zeroed).</td></tr><tr><td>FruitSubPointMin / FruitSubPointMax</td><td>Bounded tracking range mapping stat reduction scaling when parsing a failed fruit digestion roll.</td></tr><tr><td>FruitSubPointSuccessRate_AL0 – AL3</td><td>Mathematical success accuracy calculation tracking stat reductions (designed to verify stat subtraction systems used when restructuring builds), split by account categories.</td></tr><tr><td>FruitAddPointBonusDW – RF</td><td>Extra static attribute point payloads distributed along class vectors on successful fruit processing.</td></tr></tbody></table>

### HP Bonus System

| **Key**            | **What it is**                                                                                                                                                                                   |
| ------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| HpBonus\_AL0 – AL3 | <p>Health pool scaling modifiers added dynamically per accrued Master Reset unit, sorted by account profiles:</p><p>$$\text{Extra HP} = \text{Master Resets} \times \text{HpBonus}$$</p><p>.</p> |
| HpBonus\_MAX       | Absolute safety ceiling tracking the maximum aggregate health points extractable via the Master Reset bonus system.                                                                              |

### Death System / Online Alerts / Messaging Profiles

| **Key**                           | **What it is**                                                                                                                                                           |
| --------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| DieUserSwitch / DieMonsterSwitch  | `1` = generates active world environment text lines whenever an individual character or rare boss monster entity encounters a death scenario.                            |
| OnlineGmSwitch / OnlineUserSwitch | `1` = pushes global server notice alerts whenever a Game Master staff member or player joins the live state instance.                                                    |
| DisableExpMessage                 | `1` = filters out repetitive combat frame notifications, restricting experience tracking messages exclusively to the frame when a character clears a Level Up threshold. |

### Knockback Suppression Switches

| **Key**                                                                                                                               | **What it is**                                                                                                                                                                  |
| ------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| DisableLightningEffect / DisableCycloneEffect / DisableTwistEffect / DisableLungEffect / DisableFallingEffect / DisableUpperCutEffect | `1` = programmatically deactivates physical character position shifts and model pushback states (knockback frames) triggered by these specific structural skills during combat. |

### Class Wing Mixing Deactivation

| **Key**                                                | **What it is**                                                                                                                       |
| ------------------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------ |
| DisableWingMixDL / DisableWingMixSU / DisableWingMixRF | `1` = locks down synthesis loops inside the Chaos Machine, preventing these target classes from crafting class-exclusive wing items. |

### Event Access Boundaries for Criminal States

| **Key**                                    | **What it is**                                                                                                                                      |
| ------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| PkCanEnterBC / PkCanEnterCC / PkCanEnterDS | `1` = permits characters tracking murderer statuses (PK states) to join instance loops for Blood Castle / Chaos Castle / Devil Square respectively. |

### Equipment Drop Penalties on Character Death (PK)

<table data-header-hidden data-search="false"><thead><tr><th></th><th></th></tr></thead><tbody><tr><td><strong>Key</strong></td><td><strong>What it is</strong></td></tr><tr><td>PkItemDropSwitch</td><td><code>0</code>/<code>1</code> — toggles the systemic inventory drop mechanics resulting in gear drops when a character carrying a criminal PK status is killed.</td></tr><tr><td>PkItemDropEnable_AL0 – AL3</td><td>Dictates configuration presence for the gear dropping rules across account tiers.</td></tr><tr><td>PkItemDropMinLevel / MaxLevel</td><td>Level range thresholds verifying which pieces of item items are eligible to be dropped onto the floor upon character death.</td></tr><tr><td>PkItemDropExecellent / SocketItem / SetItem / Harmony</td><td><code>1</code> = flags Excellent properties / Socket structures / Ancient armor set components / Harmony-reinforced gear to be included in the drop list matrix when a death occurs.</td></tr><tr><td>PKItemDropLuckyItem</td><td><code>1</code> = tags equipment containing Lucky item property modifications as drop-eligible assets.</td></tr><tr><td>PkItemDropPeriodic</td><td><code>1</code> = shifts item vulnerability loops to process tracking checks continuously rather than exclusively verifying state vectors at the exact frame of character death.</td></tr><tr><td>PkItemCheckItemMove</td><td><code>1</code> = reviews historical character inventory manipulation data packets to intercept rapid item shuffling exploits before processing drops.</td></tr><tr><td>PkItemDropRate_AL0 – AL3</td><td>Success probability metrics controlling whether an eligible item drops on death, split by account tiers.</td></tr><tr><td>PkItemDropType</td><td>Sets structural parameters picking which item slots are targets for drop generation: <code>0</code> = drops 1 randomly selected piece of equipped gear. <code>1</code> = drops 1 randomly selected item from the pack inventory. <code>2</code> = drops 1 item choosing randomly between equipped slots or pack inventories. <code>3</code> = drops all equipped slots simultaneously. <code>4</code> = drops all assets contained in pack inventories. <code>5</code> = supreme penalty: clears out everything (equipped slots + pack inventories drop).</td></tr></tbody></table>

### Online Session Overwrite (Cross-Login Handling)

| **Key**                 | **What it is**                                                                                                                                                                                                                           |
| ----------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| DisconnectOnlineAccount | `1` = when incoming connection requests match an active online profile, the engine kills the previous stale network connection slot instantly to let the new login pass (avoids blocking entry with "Account is Already Online" alerts). |

### Castle Siege Skill Availability across All Mapping Regions

| **Key**               | **What it is**                                                                                                                                                                                                          |
| --------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| EnableCsSkillsAllMaps | `1` = unlocks class-restricted Castle Siege context skills (Stern, Greater Mana, Invisibility, Brand) to function natively across any environment coordinates, mapping beyond Siege boundaries or Land of Trials zones. |

### Universal Class Combat Combo Access

| **Key**                | **What it is**                                                                                                                                                       |
| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| EnableComboSwitch      | `0`/`1` — acts as the global core switch controlling character skill combat combination sequence tracking engines.                                                   |
| EnableComboToAllSwitch | `1` = bypasses classic class structures, opening macro combat combo parsing rules (`CustomCombo.txt`) to process on all character classes without native exclusions. |

### NPC Marlon Routine Routing (Automated Relocation)

| **Key**                | **What it is**                                                                                                                |
| ---------------------- | ----------------------------------------------------------------------------------------------------------------------------- |
| MarlonTeleportFunction | `0`/`1` — enables structural coordinate shifting routines that relocate the quest NPC Marlon automatically across map cities. |
| MarlonTeleportTime     | Cooldown cycle window measured in seconds separating successive automated map jumps for the NPC.                              |

### Online Roster Tracking Client Panel

| **Key**                 | **What it is**                                                                                             |
| ----------------------- | ---------------------------------------------------------------------------------------------------------- |
| ShowOnlinePlayersSwitch | `0`/`1` — enables runtime client packet routing allowing user access to interfaces listing online players. |

### Combo Attack Grid Pushback Frame

| **Key**         | **What it is**                                                                                                |
| --------------- | ------------------------------------------------------------------------------------------------------------- |
| EnableComboPush | `1` = successful validation of a combat combo sequence applies physical grid pushback states onto the target. |

### Coordinate Level Requirements Exclusion by Class

| **Key**                         | **What it is**                                                                                                                                                                                             |
| ------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| DisableDifference\_MG / DL / RF | `1` = eliminates structural level modifiers and travel limits when these target classes execute movement requests or movement shortcuts (must match variables declared inside client-side `MainInfo.ini`). |

### Self-Defense Mechanic (Aggro Tracking)

| **Key**                | **What it is**                                                                                                               |
| ---------------------- | ---------------------------------------------------------------------------------------------------------------------------- |
| SelfDefenseTime        | Active tracking duration in seconds that a justified self-defense status remains valid against an attacking player.          |
| BlockMoveInSelfDefense | `1` = programmatically locks spatial movement vectors while a character is actively processing within a self-defense status. |

### Elite Boss Damage Attribution Tracking (Top Hit Metric)

| **Key**                       | **What it is**                                                                                                                                                        |
| ----------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| TopHitDamageRateUseParty      | `1` = sums collective damage packets across entire active Party units rather than tracking separate character inputs when deciding drop ownership for a monster kill. |
| TopHitDamageLastHitMaxSeconds | Verification threshold checking seconds elapsed since the last registered attack packet to validate eligibility within ownership checks.                              |
| TopHitDamageMaxDistance       | Absolute coordinate space tile radius limit tracking damage tracking eligibility before dropping items.                                                               |
| LossAccumulatedTimeInDie      | `1` = clears and wipes accumulated damage attribution histories from tracking storage if the target player enters a dead state.                                       |

### Temporary Item Preservation (Expiration Intercept Filters)

| **Key**                | **What it is**                                                                                                                                     |
| ---------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------- |
| BlockTemporaryItemSell | `1` = intercept filter blocking players from trading, shifting, or vendor-selling equipment objects carrying system-defined expiration timestamps. |

### Notes

* ServerLock Maintenance Utility: The `ServerLock` logic checks character state parameters instantly upon authentication. If an inbound account carries an `AccountLevel` variable strictly lower than the parameter declared here, the server drops the socket stream. This allows operators to lock instances to team staff members during maintenance operations without needing to kill background processes.
* Guild Capacity Multi-Tier Arrays: `GuildInsertMaxUser1` and `GuildInsertMaxUser2` function as conditional constraints rather than flat rules. They act as fixed limits exclusively for Guild Masters who possess 1 or more resets. For characters with 0 resets, the capacity tracks dynamic calculations:

  $$\text{Roster Limit} = \frac{\text{Level} + \text{MasterLevel}}{10}$$

  This value is capped by the parameters declared in these configuration rows.
* Shield Gauge Token Text Parsing Restrictions: The text profiles declared in `ShieldGaugeFormulaDW` through `RF` do not act as dynamic open mathematical formulas, despite their structural appearance. The internal game engine binary compiles these lines using a simple parser that reads only the first 4 numeric elements found sequentially in the string (completely ignoring alphabetical labels and operators). They populate the 4 static coefficients embedded in the internal formula:

  $$\text{Max SD} = \left(\text{Attributes} \times \frac{\text{Value 1}}{\text{Value 2}}\right) + \left(\frac{\text{Level}^2}{\text{Value 3}}\right) + \left(\frac{\text{Defense}}{\text{Value 4}}\right)$$

  Reordering terms or writing alternative syntax expressions has no structural effect; only changing the numeric variables alters server calculation behavior.
* PK Asymmetric Decay Loops: The execution rules for `PKDownTime1` and `PKDownTime2` run completely independent threads. The engine picks which loop processes based on character tier flags: `DownTime1` executes tracking changes before a character crosses the murderer threshold (`PKLevel 3`), whereas `DownTime2` handles subsequent tracking parameters.
