summaryrefslogtreecommitdiff
path: root/npc/custom/eAAC_Scripts/kafraExpress/readme.txt
diff options
context:
space:
mode:
Diffstat (limited to 'npc/custom/eAAC_Scripts/kafraExpress/readme.txt')
-rw-r--r--npc/custom/eAAC_Scripts/kafraExpress/readme.txt2340
1 files changed, 1170 insertions, 1170 deletions
diff --git a/npc/custom/eAAC_Scripts/kafraExpress/readme.txt b/npc/custom/eAAC_Scripts/kafraExpress/readme.txt
index 8952d1913..d37b025e9 100644
--- a/npc/custom/eAAC_Scripts/kafraExpress/readme.txt
+++ b/npc/custom/eAAC_Scripts/kafraExpress/readme.txt
@@ -1,1170 +1,1170 @@
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-% Kafra Express Script Package Documentation %
-% - by Skotlex %
-%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-This file's purpose is to give an indepth explanation about setting up, and
-configuring the Kafra Express Script Package (KESP). It is intended to be
-viewed by a text editor using fixed-width font and 80-character long lines.
-
-Document Version v1.9 (15/June/2006)
-////////////////////////////////////////////////////////////////////////////////
-Table of Contents
-////////////////////////////////////////////////////////////////////////////////
-[00] Including the NPC files and menu editing
-[01] Intro to module configuring and general options (config.txt)
-[02] Module: Main Core (ke_main.txt)
-[03] Module: Bank (ke_bank.txt)
-[04] Module: Broadcast (ke_broadcast.txt)
-[05] Module: Stylist (ke_dye.txt)
-[06] Module: Job Changer (ke_jobchange.txt)
-[07] Module: Job Swapper (ke_jobswap.txt)
-[08] Module: Smithery (ke_refine.txt)
-[09] Module: Renting (ke_refine.txt)
-[10] Module: Kafra Shop (ke_shop.txt)
-[11] Module: Stat/Skill Market (ke_statmarket.txt)
-[12] Module: Stat/Skill Resets/Raising (ke_stats.txt)
-[13] Module: Uncarding (ke_uncard.txt)
-[14] Module: Town Warping (ke_warp_town.txt)
-[15] Module: Dungeon Warping (ke_warp_dungeon.txt)
-[16] Module: PvP Warping (ke_warp_pvp.txt)
-[17] Module: WoE Warping (ke_warp_woe.txt)
-[18] The kafras.txt file: About Kafra Definitions
-
-////////////////////////////////////////////////////////////////////////////////
-[00] Including the NPC files and menu editing
-////////////////////////////////////////////////////////////////////////////////
-
-Because of the script's complexity, placing everything in a single file
-is out of the question, therefore the KESP comes bundled in different
-files. Because of the dynamic nature of the script, there are two things
-you need to do in order to enable/disable a particular service:
-
-1. Include the txt file with the corresponding module.
-To include the txt files, you need to know two things: where are the script
-files located, and which is the configuration file where you place the npc
-includes. We'll assume on this guide that you unpacked the KESP in
-npc/custom/kafraExpress. The configuration file for scripts is
-conf/map_athena.conf for eA1.0rc5, and npcs/scripts_custom.txt for current eA
-SVN versions. Add the files you want in the following manner:
-
- npc: npc/custom/kafraExpress/ke_main.txt
- //npc: npc/custom/kafraExpress/ke_rent.txt
-
-The first line is including the file ke_main.,txt, while the following
-excludes ke_rent from being used. Placing the "//" at the beginning of the
-line is known as commenting, and it's a useful way of quickly toggling a
-certain script on/off. The following is the list of all files that come
-bundled in the package:
-
-npc: npc/custom/kafraExpress/kafras.txt
-npc: npc/custom/kafraExpress/config.txt
-npc: npc/custom/kafraExpress/ke_main.txt
-
-npc: npc/custom/kafraExpress/ke_bank.txt
-npc: npc/custom/kafraExpress/ke_broadcast.txt
-npc: npc/custom/kafraExpress/ke_dye.txt
-npc: npc/custom/kafraExpress/ke_jobchange.txt
-npc: npc/custom/kafraExpress/ke_jobswap.txt
-npc: npc/custom/kafraExpress/ke_rent.txt
-npc: npc/custom/kafraExpress/ke_shop.txt
-npc: npc/custom/kafraExpress/ke_statmarket.txt
-npc: npc/custom/kafraExpress/ke_stats.txt
-npc: npc/custom/kafraExpress/ke_refine.txt
-npc: npc/custom/kafraExpress/ke_uncard.txt
-npc: npc/custom/kafraExpress/ke_warp_dungeon.txt
-npc: npc/custom/kafraExpress/ke_warp_pvp.txt
-npc: npc/custom/kafraExpress/ke_warp_town.txt
-npc: npc/custom/kafraExpress/ke_warp_woe.txt
-
-What files can be commented, which files you want to include? On the minimum,
-you need ke_main.txt, kafras.txt and config.txt to have the bare-bones functionality.
-Refer to the table of context to see the relation between files and the
-services they offer.
-
-2. Configure the Menus
-The second part of the configuration is adding/removing the menu entries that
-lead to the specific services. Failure to do this can either A. leave you with
-menu entries that lead to "Function Not found!" errors on the map server, or
-B. Services that were included, but you can't pick because they don't show up
-in the menu. The main file where you should configure the menus is ke_main.txt.
-
-From the main module, ke_main.txt, you must pick which services are available.
-The file contains eight menu sections, which is made up of two pairs of
-identitical menus. The only difference is that the first menu is displayed on
-Kafras placed on towns, while the second menu is for Kafras placed on fields and
-dungeons. The menu roughly looks like this:
-
- menu
- "- Leave",L_END,
- "- Heal Service ("<some code here>"z/10SP)",L_HEAL,
- "- Warp Service",L_WARP,
-// "- Use Storage ("<some code here>"z)",L_STORAGE,
-// "- Use Guild Storage ("<some code here>"z)",L_GUILD_STORAGE,
- "- Job Services",M_JOB,
- "- Other Services",M_OTHER,
- "- Save Respawn point",L_SAVE;
-
-This is the main menu, as you can see the only service unavailable is to use
-the storage. Like in the npc/config file, you can comment the lines of the
-services you do not want.
-
-WARNING: If you need to comment the last option of a menu, remember to replace
-the comma for a semi-colon on the next-to-last option or script parsing errors
-will occur.
-
-The "Warp Service" leads to the second pair of menus you can configure:
-
- menu
- "- Return",-,
- "- Dungeons",L_DUNGEON,
-// "- PvP Arena",L_PVP,
-// "- Guild Wars",L_GUILD_DUNGEON,
- "- Towns",L_TOWN;
- goto M_INIT;
-
-As before, you can comment/uncomment the features you want or not. Likewise,
-the third menu under "Job Services" contains features related to job changing,
-stats/skills and renting. The fourth pair is the "Other Services" menu which
-contains the rest of modules which are probably not going to be used
-frequently.
-
-For your convenience, the following is the list of all the menu options and the file(s) required for it to work:
-
-//Main Menu (under labels M_INIT/MD_INIT)
-
- "- Heal Service" -> ke_main.txt
- "- Warp Service"
- "- Use Storage" -> ke_main.txt
- "- Use Guild Storage" -> ke_main.txt
- "- Job Services"
- "- Other Services"
- "- Save Respawn point" -> ke_main.txt
-
-//Warp Menu (under labels M_WARP/MD_WARP)
-
- "- Dungeons" -> ke_warp_dungeon.txt
- "- PvP Arena" -> ke_warp_pvp.txt
- "- Guild Wars" -> ke_warp_gvg.txt
- "- Towns" -> ke_warp_town.txt
-
-//Job Services Menu (under labels M_JOB/MD_JOB)
-
- "- Change Job" -> ke_jobchange.txt
- "- Swap Job" -> ke_jobswap.txt
- "- Stat/Skill Services" -> ke_stats.txt
- "- Stat/Skill Market" -> ke_statmarket.txt
- "- Rental Service" -> ke_rent.txt
-
-//Other Services Menu (under labels M_OTHER/MD_OTHER)
-
- "- Bank Services" -> ke_bank.txt
- "- Use Kafra Shop" -> ke_shop.txt
- "- Broadcast a message" -> ke_broadcast.txt
- "- Refine Services" -> ke_refine.txt
- "- Uncard Services" -> ke_uncard.txt
- "- Stylist Service" -> ke_dye.txt
- "- Use a Kafra Pass" -> ke_main.txt
-
-////////////////////////////////////////////////////////////////////////////////
-[01] Intro to individual module configuration.
-////////////////////////////////////////////////////////////////////////////////
-
-For portability reasons, the configure options for every module is in the file
-config.txt, which lets you upgrade to future versions without having to
-readjust your settings every time.
-The config file has the options separated per module to make it easier to
-read. There may be bits of code in each section to avoid parsing configure
-options for unneeded variables which should be left alone. In some rare
-occassions variables from one module will be used in a different module (ie:
-Broadcasting PvP messages uses the variables from the pvp module). all variables
-follow the standard "ke<module initials>_variablename", so a variable called
-"kewd_discount" refers to the discount variable in the deep warps module (wd).
-For example, the renting module's configuration segment is:
-
- //-------------------------------------------------------------------------------
- //Config for the Renting Module
- //-------------------------------------------------------------------------------
-OnLoadRent:
- set $@kert_cartOnly, 0; //Set to 1 to enable only cart rental, 0 enables all add-ons.
- set $@kert_cartCost, 2000; //Cost to rent a Cart.
- set $@kert_falconCost, 2000; //Cost to rent a Falcon.
- set $@kert_pecoCost, 2000; //Cost to rent a PecoPeco.
- end;
-
-Variables are usually of two types: Exact value based or Percentage based.
-Exact value variables are often price for different services, while the
-percentage based are things like 30% discount when using Kafra Passes.
-Percentage values are expressed per-hundredth (that is, 10 = 10%, 100 = 100%)
-unless otherwise specified.
-
-Each variable has a small description next to it, hence the need of this
-document. In this document the variable type is identified next to it by: (1)
-when it's boolean, (%) when it's a percentage, ($) when it's a price, (#) for
-numbers and (") for strings.
-
-////////////////////////////////////////////////////////////////////////////////
-[02] Module: Main Core (ke_main.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-This module offers the core functionality of the Kafra Express. Contains the
-main menu and handles the Kafra Pass Reserve Points system.
-
-Variables
-================================================================================
-
-(1) ke_saveOnSpot
------------------
-When 1, a character's respawn point is saved exactly where they are standing.
-otherwise, the respawn point is specified by the kafra definition (see Section
-18).
-
-($) keh_hpCost
-($) keh_spCost
---------------
-The cost of healing sp per every 10 sp. For example, if the cost is 1, it
-costs 100z to heal 1000.
-
-($) kes_cost
-($) kegs_cost
--------------
-The cost of using the storage, guild storage (respectively)
-
-(1) kekp_reset
---------------
-For Kafra Passes. When 1, the Pass expires when starting a chat with the
-Kafra. Otherwise the variable remains active a pretty long time (probably all
-session).
-
-($) kekp_reserveCost
---------------------
-The cost in zeny of reserve points. When using a Kafra Pass many services will
-be cheaper, the amount of zeny saved is "used" to grant the player reserve
-points. For example, if the reserve cost is 100, for every 100z the player
-saves, he'll earn 1 reserve points. Reserve points can be used in scripts, and
-by default is used in the Al De Baran Kafra Headquarters to gain items. Use a
-value of 0 to disable Reserve Point gaining.
-
-(#) kekp_minReserve
-(#) kekp_maxReserve
----------------
-What is the minimum/maximum reserve points the player can gain when using a
-Kafra Pass per transaction? This only applies when the player has saved at
-least 1z.
-
-(") ked_users
--------------
-Certain modules (in particular, the warping ones) have the ability to display
-the number of players related to the function (ie: number of users in a
-dungeon), in such cases this variable is used to display the 'unit' of said
-count. For example, if ked_users is "kids" then the related modules might
-display things like "- Glast Heim (6 kids)".
-
-////////////////////////////////////////////////////////////////////////////////
-[03] Module: Bank (ke_bank.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-This modules enables characters to "store" zeny on a virtual bank account
-which is shared among characters of the same account. There can be deposits,
-withdrawals, which can have transactions fees associated.
-
-It is also possible to establish a monthly maintenance fee that has to be
-payed, when the player does not has enough money in the account to pay this
-fee, they stop gaining interests until they deposit enough to pay it up.
-Finally, all fees charged by the bank can be stored in a server-wide variable
-which may be used by other custom scripts.
-
-Variables
-================================================================================
-
-(%) kebk_depositCost
-(%) kebk_withdrawCost
----------------------
-The Fee in % charged whenever a player does a deposit/withdrawal. For example,
-when a player deposits 100z and the fee is 3%, only 97z are deposited, and 3z
-are charged. Likewise, if a player withdraws 100z when the fee is of 5%,
-they'll withdraw 100z and an additional 5z will be removed from their accounts
-as fee cost.
-
-($) kebk_minTransact
-($) kebk_maxTransact
---------------------
-The minimum/maximum values of a single transaction (deposit or withdrawal)
-
-($) kebk_capacity
------------------
-Indicates what is the bank account capacity for players. That is, what is the
-maximum zeny their account can hold. You can't deposit anymore once the max
-has been reached, and daily interests are lost while maxed.
-
-(%) kebk_dayInterest
---------------------
-The daily interests that the account makes. The value is in 0.01% units, so a
-value of 100 equals 1% daily interests.
-
-($) kebk_monMaintenance
------------------------
-Monthly flat fee charged for maintenance.
-
-(1) kebk_useGlobalBank
-----------------------
-When 1, every fee charged from the player goes into a server variable
-($ke_globalbank), which can then be used by other scripts. is 0 by default
-because none of the Kafra Express modules uses it.
-
-////////////////////////////////////////////////////////////////////////////////
-[04] Module: Broadcast (ke_broadcast.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Provides broadcasting services for players. Broadcasts can be local (current
-map only) or global (server announce), there are also four types of broadcast:
-Requests for a party, PvP Challenge invitations, General Broadcasts (player
-input the string they want to say) and General Anonymous Broadcasts (player
-name is not displayed when doing the broadcast).
-
-Note that the variables from ke_warp_pvp.txt will be used for auto-configuring
-the pvp broadcasts.
-
-Variables:
-================================================================================
-
-(1) kebc_showOnline
--------------------
-When 1, the total count of players will be displayed in the menu (map users
-next to the local broadcast entry, server users next to the global broadcast
-entry).
-
-($) kebc_partyCost
-($) kebc_pvpCost
-($) kebc_cost
-($) kebc_anonCost
-------------------
-Respective base costs for doing Party-Requests/Pvp Challenge/General/Anonymous
-broadcasts.
-
-(%) kebc_globalFactor
----------------------
-When the broadcast is global, the base cost is multipled by this factor. If
-the factor is 500, then global broadcasts cost 5x times the cost of the map's
-broadcast.
-
-(%) kebc_discount
------------------
-Discount on broadcast prices when the Kafra Pass is active.
-
-////////////////////////////////////////////////////////////////////////////////
-[05] Module: Stylist (ke_dye.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Offers cloth dye, hair dye and hair style changes, both by input and by wheel
-browsing. Does not consumes dyestuffs because it is designed for custom dye
-packages.
-
-Variables
-================================================================================
-
-(1) kedy_enableHairstyle
-------------------------
-If one, the menu will include hair-style changing options, otherwise only
-dye-changes are offered
-
-(#) kedy_styles
----------------
-Specifies the number of available hair styles
-
-(#) kedy_hair
--------------
-Specificies the number of hair dyes
-
-(#) kedy_clothJN
-(#) kedy_clothJ1ST
-(#) kedy_clothJ2ND
-(#) kedy_clothJSN
-(#) kedy_clothJWED
-------------------
-Specifies the number of cloth dyes based on job-type: Novices, First Classes,
-Second Classes, Super Novices, Wedding Class.
-
-////////////////////////////////////////////////////////////////////////////////
-[06] Module: Job Changer (ke_jobchange.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Offers job changing, including rebirth and baby classes. The rebirth system
-can allow people free changing through a different path, or forcing the
-correct path. Zeny can be charged/granted as well as weapons on job-change.
-Remaining Skill Points can be wiped, ignored or prevent the change from
-happening. Before changing players can review the consequences of doing so,
-including weapons to gain.
-
-Finally, there's an option that makes it possible to skip the novice class
-altogether and change directly to first jobs.
-
-Variables
-================================================================================
-
-(#) kejc_skillsPolicy
----------------------
-Determines what to do with remaining skill points upon change:
- 0: No job changing until points are used.
- 1: Extra Skill Points are wiped.
- 2: Extra skill points are conserved.
-
-(#) kejc_upperPolicy
---------------------
-What to do about the advanced classes?
- 0: Free for all, players can pick any advanced job regardless of the previous.
- 1: Force mode, classes are auto-selected from the previous path. In the
- case the path could not be determined (players changed jobs previously
- using other npcs), players will be able to select their next job.
-
-(1) kejc_announce
------------------
-When 1, a global announce will be done upon change.
-
-(1) kejc_resetDye
------------------
-If one, the cloth dye is reset upon changing.
-
-(1) kejc_skipNovice
--------------------
-If one, players can skip the novice class and directly into their first job.
-Exploit proof, skills are wiped when changing to a 1st class this way, and
-their basic skill level is set to 9.
-
-(#) kejc_baseSN
----------------
-Base Level required before changing into a Super Novice.
-
-(#) kejc_base2ND
-(#) kejc_job2ND
-(#) kejc_cost2ND
-----------------
-Base level, Job level and zeny required to change into a second job. If the
-cost is below zero, zeny will be given to the player instead of charged.
-
-(#) kejc_baseRebirth
-(#) kejc_jobRebirth
-(#) kejc_costRebirth
---------------------
-Base level, Job level and zeny required before doing a rebirth (change to High
-Novice).
-
-(1) kejc_rebirthReset
----------------------
-If 1, when changing into a HighNovice characters will have their level reset
-to 1 (with the additional 100 stat points)
-
-(1) kejc_weaponPolicy
----------------------
-If 1, characters will get a weapon upon job change. For each first&second
-class there are two weapons to specify, the standard weapon and the "premium"
-one.
-
-(#) kejc_wBonusLv
------------------
-When characters reach this job level, they will receive the premium weapon instead of the normal one. If 0, premium weapons are disabled.
-
-(#) kejc_wAcolyte
-(#) kejc_wArcher
-(#) kejc_wMage
-(#) kejc_wMerchant
-(#) kejc_wSwordman
-(#) kejc_wThief
-(#) kejc_wSuperNovice
-(#) kejc_wPriest
-(#) kejc_wMonk
-(#) kejc_wHunter
-(#) kejc_wBard
-(#) kejc_wDancer
-(#) kejc_wWizard
-(#) kejc_wSage
-(#) kejc_wBlacksmith
-(#) kejc_wAlchemist
-(#) kejc_wKnight
-(#) kejc_wCrusader
-(#) kejc_wAssassin
-(#) kejc_wRogue
------------------------
-ID of the normal weapons received upon job change (if weapon policy is in
-effect).
-
-(#) kejc_w2Priest
-(#) kejc_w2Monk
-(#) kejc_w2Hunter
-(#) kejc_w2Bard
-(#) kejc_w2Dancer
-(#) kejc_w2Wizard
-(#) kejc_w2Sage
-(#) kejc_w2Blacksmith
-(#) kejc_w2Alchemist
-(#) kejc_w2Knight
-(#) kejc_w2Crusader
-(#) kejc_w2Assassin
-(#) kejc_w2Rogue
---------------------
-ID of the premium weapons received upon job chane (if bonus weapon policy is
-in effect). Note that first classes can't get a bonus weapon.
-
-////////////////////////////////////////////////////////////////////////////////
-[07] Module: Job Swapper (ke_jobswap.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Permits characters to change jobs among other jobs of their same "level".
-This is, between first classes or between second classes. It is also possible
-to store the last job used and revert to it at a later date. Dye, Job Level
-and Skill Point count is saved, however the skill-tree is not saved and skills
-need be reallocated. When reverting to the previous class, characters might be
-able to return from an adv class to a normal one, but if they are baby
-classes, they can't change back to a normal one.
-
-Variables
-================================================================================
-
-(1) kejs_SNpolicy
------------------
-Determines what to do with Super Novices. if 0, they can't swap jobs, if 1,
-they are considered first classes.
-
-(#) kejs_revertPolicy
----------------------
-Determines if Reverting classes is possible and when:
- 0: Cannot go back to the previous job.
- 1: Can only go back if the previous job belongs to the same type as the
- first (is also a 1st/2nd job and is the same normal/adv/baby category).
- 2: Can return to the previous job regardless (exception: when one of the
- two jobs is a baby job and the other is not).
-
-(1) kejs_announce
------------------
-If 1 does a server announce when swapping jobs.
-
-($) kejs_revertCost
--------------------
-Cost of changing to the previous job.
-
-(1) kejs_saveDye
-----------------
-If one, the dye is saved when swapping and restored upon revert.
-
-(1) kejs_resetDye
------------------
-If 1 the clothe dye is reset upon swap.
-
-(%) kejs_swapDiscount
-(%) kejs_revertDiscount
------------------------
-Discount % to apply when the kafra pass is active for swapping/reverting.
-
-(#) kejs_job1ST
-(#) kejs_job2ND
----------------
-Minimum job level before being able to swap among 1st/2nd classes.
-
-($) kejs_cost1ST
-($) kejs_cost2ND
-----------------
-Base cost of swaping jobs.
-
-(%) kejs_discount1ST
-(%) kejs_discount2ND
---------------------
-Discount % to apply to the base cost for every job level above the minimum
-required. For example, if the discount is 1% per level and you change when you
-have +10 level more than the min necessary, you get a 10% discount.
-
-(%) kejs_preserve1ST
-(%) kejs_preserve2ND
---------------------
-Indicates how much of the previous job level to preserve when changing. For
-example, if the preserve value is 50 (50%) and you change from a level 40
-Knight into Priest, you'll become a lv 20 Priest. Skill points are adjusted
-accordingly so it's exploit-free.
-
-////////////////////////////////////////////////////////////////////////////////
-[08] Module: Smithery (ke_refine.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Offers the services usually found in the town smithery and then some more:
-Item refining, Item Repairing, Ore Purification (rough oris -> pure ones).
-Also sells Phracon and Emveretarcon.
-
-Item refining can follow all the rules of normal refining, but it can also
-override them to refine everything, or safe refines up to max level.
-
-Ore Purification can be extended to include all the rough materials that
-blacksmiths can purify (star dust -> star crumbs, for example).
-
-Variables
-================================================================================
-
-(#) kerf_maxLv
---------------
-Maximum refinement level of equipment.
-
-(1) kerf_safe
--------------
-If 1 success chances are ignoring and refining never fails.
-
-(1) kerf_showChance
--------------------
-If 1 the chance of success/failure is actually shown before confirming.
-
-(1) kerf_refineAll
-------------------
-If 1 then unrefinable items will be refined too (like accesories)
-
-(%) kerf_discount
------------------
-Discount rate to be applied during forging when the Kafra Pass is active.
-
-($) kerf_armorCost
-($) kerf_weaponLv1Cost
-($) kerf_weaponLv2Cost
-($) kerf_weaponLv3Cost
-($) kerf_weaponLv4Cost
-----------------------
-Cost per level to refine armors, and level 1/2/3/4 weapons.
-
-(1) kerf_purifyAll
-------------------
-If 1, the extended purify menu will be used, which shows how to purify steels,
-star crumbs, etc; otherwise, just elus and oris are available.
-
-($) kerf_repairCost
--------------------
-Cost of repairing a broken weapon.
-
-(%) kerf_repairDiscount
------------------------
-Repair Discount% when the kafra pass is active.
-
-(1) kerf_repairSteel
---------------------
-If 1, a steel will be required to repair items.
-
-////////////////////////////////////////////////////////////////////////////////
-[09] Module: Renting (ke_refine.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Allows renting of Cart/Falcon/PecoPeco. Note that the only restriction applied
-is whether the character has "PushCart", "Falcon Taming" or "PecoPeco Riding",
-it does not checks for the character's class.
-
-It must also be noted that renting is free while the Kafra Pass is active.
-
-Variables
-================================================================================
-
-(1) kert_cartOnly
------------------
-If 1, this module only offers cart rentals. Otherwise you can rent any of the three.
-
-($) kert_cartCost
-($) kert_falconCost
-($) kert_pecoCost
--------------------
-Cost for renting carts/falcons/pecos.
-
-////////////////////////////////////////////////////////////////////////////////
-[10] Module: Kafra Shop (ke_shop.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Allows invoking of a shop from the Kafra. Note that the shops must be of
-invisible type (ke_shop.txt has an example of two such shops). The config
-enables you to select whether the shop will allow buying, selling or
-both, as well as the name of the shops to use in towns or dungeons (if you
-want to use a custom shop defined elsewhere or want to use the same shop for
-both).
-
-Variables
-================================================================================
-
-(#) $@kesh_towntype
-(#) $@kesh_duntype
--------------------
-Specifies the type of transaction allowed at the shop. Use 1 to enable only
-buying of items, 2 for only selling, or any other value for both.
-
-(#) $@kesh_townshop$
-(#) $@kesh_dunshop$
---------------------
-Specifies the name of the shop to use for buying/selling of items. By default
-the file includes two such shops which you can use, or you can disable them
-and specify your own in the config changing these variables.
-
-////////////////////////////////////////////////////////////////////////////////
-[11] Module: Stat/Skill Market (ke_statmarket.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Not really a "market", this module lets players sell and buy stat/skill
-points. Also allows for direct trading between stats/skills.
-
-NOTE: Selling stat points can lead to zeny exploits if your server uses the
-stat_db.txt file, because players can then sell all their stat points, do a
-reset and get them back! To prevent this, set the following battle config
-option:
- use_statpoint_table: no
-Alternatively, you can set the selling point of statpoints to be 0z.
-
-Variables
-================================================================================
-
-($) kesm_stBuyPrice
-($) kesm_stSellPrice
---------------------
-Price for every stat point to be bought/sold.
-
-($) kesm_skBuyPrice
-($) kesm_skSellPrice
---------------------
-Price for every skill point to be bought/sold.
-
-(%) kesm_discount
------------------
-Discount price when kafra pass is active. Only applies to buying stats/skills.
-
-(#) kesm_skTradePrice
-(#) kesm_stTradePrice
----------------------
-These two define how many stat points are traded per each skill point when
-doing a direct conversion between stats/skills. The idea is that trading
-directly one for the other should be cheaper than selling them and then buying
-from the other. You can set both to the same value and the trading will have
-no loss.
-Notice that skTradePrice is the cost for converting stats to skills and
-stTradePrice is the cost for converting skills to stats. So... NEVER set
-stTradePrice higher than skTradePrice or you allow an easy exploit of infinite
-stats/skills!
-
-////////////////////////////////////////////////////////////////////////////////
-[11] Module: Stat/Skill Resets/Raising (ke_stats.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Does stat/skills resets, and additionally helps characters raise their basic
-stats faster. Optionally, skill resets will not touch the basic-skill level.
-Price have two components: base fee and per level fee, so characters with
-higher levels will have to pay more for a reset than low level ones.
-For stat resetting, base level is taken into account. For skill resets, job
-levels. For a dual reset, the addition of both is considered. Also, when taken
-into consideration job level for second classes, the job-level at which one
-changed jobs is also considered. So a Job level 1 Knight actually has job
-level of 41~51.
-
-NOTE: Be careful with quest skills. If your server is configured to reset
-quest skills and players can get their quest skills for free, you are letting
-them exploit the system and get unlimited skill points! (even worse if they
-can sell'em in the Stat/Skills market module). Be sure to either remove free
-quest skills npcs or make quest skills not resetable.
-
-Variables:
-================================================================================
-
-($) kest_stResetCost
---------------------
-Base cost of doing a stat reset.
-
-($) kest_skResetCost
---------------------
-Base cost of doing a skill reset.
-
-($) kest_resetCost
-------------------
-Base cost of a dual reset.
-
-($) kest_BaseLvCost
--------------------
-Cost per Base level for doing a stat reset.
-
-($) kest_JobLvCost
-------------------
-Cost per Job level for doing a skill reset.
-
-($) kest_BothLvCost
--------------------
-Cost per Base+Job level for doing a dual reset.
-
-(%) kest_discount
------------------
-Discount % applied when Kafra Pass is active.
-
-(1) kest_resetBasic
--------------------
-If 1, the skill "basic skill" is also reset.
-
-////////////////////////////////////////////////////////////////////////////////
-[12] Module: Uncarding (ke_uncard.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-This module allows people to remove cards from their equipped items. Prices
-are modified by the item type, the amount of cards and the refine level of the
-item. There's also a chance the removal will fail and: Nothing is lost, the
-card or item is lost, both are lost. The procedure may also require up to two
-different items (and each one with their own specified qty).
-
-Variables:
-================================================================================
-
-($) keuc_BaseCost
------------------
-Base cost of uncarding, modified by the following conditions:
-
-($) keuc_CardCost
------------------
-Each card to be removed increases the total by this value.
-
-($) keuc_UpgradeCostA
-($) keuc_UpgradeCostW1
-($) keuc_UpgradeCostW2
-($) keuc_UpgradeCostW3
-($) keuc_UpgradeCostW4
-----------------------
-These indicate the price increase per refine level for armors and weapons
-levels 1/2/3/4. A +10 armor gets a price increases of ten times
-keuc_UpgradeCostA.
-
-(%) keuc_discount
------------------
-Discount % to apply when kafra pass is active.
-
-(#) keuc_Mat1
-(#) keuc_Qty1
--------------
-Id and Qty of the first material that is needed to uncard. If the qty is zero,
-then it's disabled.
-
-(#) keuc_Mat2
-(#) keuc_Qty2
--------------
-id & Qty of the second material to use. Only valid if the first material was
-also defined, use qty=0 to disable.
-
-(%) keuc_Fail0Chance
---------------------
-This is the safe failure chance (0-1000, where 1000 = 100.0%). A Safe failure
-means the original item remains intact, but you are still charged the money
-and the materials. Use 0 to disable this type of failure.
-
-(%) keuc_Fail1Chance
---------------------
-This is the partial failure chance (0-1000). Partial failures are when either
-the cards or the item is lost. The player gets to choose which one is more
-important before proceeding. Use 0 to disable.
-
-(%) keuc_Fail2Chance
---------------------
-Total failure chance (0-1000). When this triggers, both item and cards are
-lost. Use 0 to disable.
-
-////////////////////////////////////////////////////////////////////////////////
-[14] Module: Town Warping (ke_warp_town.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-This module enables warping to towns. Currently all towns have the same
-warping cost, independent of how far away they are placed. The only exception
-is Niflheim, which is more of a dungeon than a town.
-
-Variables
-================================================================================
-
-(1) kewt_showOnline
--------------------
-If set to 1, the menus will display the online count of players in
-towns.
-
-($) kewt_cost
--------------
-Cost of warping to a town.
-
-($) kewt_niflCost
------------------
-Cost of warping to Niflheim. Different cost since Niflheim is more of a
-dungeon than a city. Also, players can't warp to Niflheim until they do the
-Niflheim Piano Key Quest.
-
-(#) kewt_travel
----------------
-Allows enabling the traveller system. The traveller system makes it so you can't
-warp to a town until you have been there first by some other means (usually
-walking) and saved with the Kafra Express in that town.
-There are three valid values for this variable: 0, 1, 2.
-0 - Disables this mode.
-1 - Uses the mode on a per character basis; that is, each character needs to
-travel to that town and save and that unlocks warping only for that
-character.
-2 - Uses the mode on a per account basis; that is, once a character has saved
-on a town, all other (and future) characters from the same account have the
-warp unlocked.
-
-(1) kewt_free
--------------
-If 1, players will be able to warp to towns even if they run out of money.
-Niflheim excepted.
-
-(%) kewt_discount
------------------
-Discount % to apply when warping while the Kafra Pass is active.
-
-////////////////////////////////////////////////////////////////////////////////
-[15] Module: Dungeon Warping (ke_warp_dungeon.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-Offers warps to all dungeons. Dungeon warping has two main operation modes:
-Deep Dungeon Warping and Short Dungeon Warping. Deep Dungeon warping enables
-players to warp to any level of any dungeon, while Short Dungeon Warping is
-restricted to warping only to the entrance of the dungeon. Traveller's mode is
-also available for dungeons.
-
-Variables
-================================================================================
-
-(1) kewd_showOnline
--------------------
-If set to 1, the menus will display the online online count of characters in
-the dungeons.
-
-(%) kewd_discount
------------------
-Discount % to apply when warping while the Kafra Pass is active.
-
-(#) kewd_travel
----------------
-Enables the traveller system. Just like the traveller's system for towns,
-you can't warp to any dungeon to which you have not visited first on foot and
-saved with the corresponding Kafra Express first.
-If 1, traveller's mode is enabled on a per character basis (so once a
-character saves, only that character has unlocked the warp).
-If 2, traveller's mode is enabled on a per account basis (so once a character
-saves, all charaters of the corresponding account have the warp unlocked).
-
-(1) kewd_deep
--------------
-This variable decides whether deep or short warps will be used. There's no
-need to set it as it will be set automatically based on which file was
-included (ke_warp_short.txt or ke_warp_deep.txt).
-
-(%) kewd_levelCost
-------------------
-This variable only applies to deep warps. It indicates in percentage the cost
-increase per level. For example, if the dungeon costs 1000z to warp to, and
-the levelCost increase is of 50 (50%) then warping to level 2 costs 1500, lv3
-costs 2000, and so on.
-
-(%) kewd_entryDiscount
-----------------------
-The discount for using the Kafra in the dungeon entrance to warp within the
-dungeon. For example, if you use the Kafra next to Payon dungeon to warp to
-Payon Dungeon lv5, this discount is then applied. This variable only makes
-sense on deep warp mode.
-
-(1) kewd_turtleCave
--------------------
-Only used on short warps. If 1, then warping to Turtle Dungeon should lead
-directly to the cave's entrance, otherwise it warps you to the Island's
-entrance.
-
-($) kewd_amatsu
-($) kewd_antHell
-($) kewd_ayothaya
-($) kewd_byalan
-($) kewd_comodo
-($) kewd_clockTower
-($) kewd_coalMines
-($) kewd_culvert
-($) kewd_gefenia
-($) kewd_geffen
-($) kewd_glastHeim
-($) kewd_gonRyun
-($) kewd_hiddenTemple
-($) kewd_louYang
-($) kewd_magma
-($) kewd_orc
-($) kewd_payon
-($) kewd_pyramids
-($) kewd_sphinx
-($) kewd_sunkenShip
-($) kewd_toyFactory
-($) kewd_turtleIsland
-($) kewd_umbala
----------------------
-Base cost of warping to each dungeon, that is, the entrance level cost.
-
-////////////////////////////////////////////////////////////////////////////////
-[16] Module: PvP Warping (ke_pvp.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-The PvP warping module leads to the pvp maps named pvp_n_*-*.gat. It has two
-modes: simple and advanced. On simple mode, every player of every level gets
-thrown into the pvp_n_1-*.gat maps to nuke it out, on advanced mode each of
-the map groups gets their own range of permissible levels to enter. Since
-there is no sure way how characters should escape from a pvp map, they are
-currently given a butterfly wing when they warp.
-
-Variables
-================================================================================
-
-(1) kewp_showOnline
--------------------
-If 1, the menu entries will display the online count of players of each entry.
-
-(1) kewp_advanced
------------------
-Use the advanced pvp system if 1 (see module description)
-
-($) kewp_cost
--------------
-Cost of warping to the pvp rooms used in non-advanced rooms and "free for all"
-in advanced mode.
-
-($) kewp_cost1
-($) kewp_cost2
-($) kewp_cost3
-($) kewp_cost4
-($) kewp_cost5
-($) kewp_cost6
-($) kewp_cost7
---------------
-The costs for each of the pvp room groups in advanced mode.
-
-(#) kewp_baseLv1
-(#) kewp_baseLv2
-(#) kewp_baseLv3
-(#) kewp_baseLv4
-(#) kewp_baseLv5
-(#) kewp_baseLv6
-(#) kewp_baseLv7
-----------------
-These indicate the nominal base level for each room (which base level should
-characters be around to join it). Applicable only to advanced mode.
-
-(#) kewp_range
---------------
-Specifies how far away the character's level can be from the nominal value to
-still be allowed within the room. If the nominal level is 50 and the range is
-3, only characters with levels 47-53 may join.
-
-////////////////////////////////////////////////////////////////////////////////
-[17] Module: WoE Warps (warp_woe.txt)
-////////////////////////////////////////////////////////////////////////////////
-
-Description
-================================================================================
-This module allows characters to warp into the WoE grounds during (or out of)
-War of Emperium times. Players may warp directly into the Guild Dungeons if
-the proper lines are uncommented on the warp menu (See warp_woe.txt's header
-for the location of the menu entries):
-
- menu "- Cancel",-,
-// "- Guild Dungeons",M_DUNGEON,
- "- Al De Baran Guild ("<some code>"z)",L_ALDEBARAN,
- "- Geffen Guild ("<some code>"z)",L_GEFFEN,
- "- Payon Guild ("<some code>"z)",L_PAYON,
- "- Prontera Guild ("<some code>"z)",L_PRONTERA;
- return;
-
-Variables
-================================================================================
-
-(1) kewg_check
---------------
-Does a guild check. If 1, only characters who belong to a guild can use these
-warps.
-
-(1) kewg_checkAgit
-------------------
-Does the WoE times check. If 1, only during War of Emperium the warps will be
-active.
-
-(1) kewg_showOnline
--------------------
-Set to 1 to display in the menus the online count of players in each of the
-guild areas. It also adds a menu entry that displays the summary of players
-within each castle and guild grounds.
-
-(%) kewg_discount
------------------
-Discount % to be applied for warps while the Kafra Pass is active.
-
-($) kewg_baldur
-($) kewg_luina
-($) kewg_valkyrie
-($) kewg_britoniah
-------------------
-Costs to the respective guild dungeons when enabled.
-
-($) kewg_alDeBaran
-($) kewg_geffen
-($) kewg_payon
-($) kewg_prontera
-------------------
-Costs to each of the guild grounds.
-
-////////////////////////////////////////////////////////////////////////////////
-[18] The kafras.txt file: About Kafra Definitions
-////////////////////////////////////////////////////////////////////////////////
-
-The file kafras.txt contains the definition of the Kafras, which is the actual
-sprite on-screen that characters speak with. An enabled kafra may look like
-this:
-
-//Alberta
-alberta.gat,113,53,7 script Kafra Express 116,{
- callfunc "F_KafraExpress","Kafra Express","kafra_02",0,"alberta.gat",116,57;
-}
-
-And a disabled/commented Kafra would look like this:
-
-//Prontera Guild Grounds
-//prt_gld.gat,127,163,5 script Kafra Express 115,{
-// callfunc "F_KafraExpress","Kafra Express","kafra_03",1,"prt_gld.gat",129,170;
-//}
-
-For scripters, the way to define an NPC is not new, and beyond the scope of
-this document, so I'll only document the function "F_KafraExpress":
-
-F_KafraExpress (String "Kafra's name", String "kafra image file", int location, String map, int x, int save y)
-
-The first parameter, the Kafra's name, is the name that will be displayed all
-over the dialogue windows. The Kafra Image file is the image that is to be
-displayed on the screen during the npc chat (without the extension). You can
-use "" to disable the image.
-
-Location refers to the type of Kafra. Type=0 refers to Kafras in towns while
-Type=1 refers to Kafras placed in the wild, ie: in dungeons. Type=2 is for
-Kafras that should count as both town & dungeon. Under these situations, the
-menus displayed are those of the town, the type is used for the traveller's
-warping mode. Finally, Type=3 is a special type used only for the Niflheim
-Kafra.
-
-The last three Parameters are used to define the save location when you save
-your respawn. They are not needed if you use the "Save-on-spot" feature, but
-it's recommended to pass them nevertheless. Note that the map name will still
-be used when using traveller's mode.
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+% Kafra Express Script Package Documentation %
+% - by Skotlex %
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+This file's purpose is to give an indepth explanation about setting up, and
+configuring the Kafra Express Script Package (KESP). It is intended to be
+viewed by a text editor using fixed-width font and 80-character long lines.
+
+Document Version v1.9 (15/June/2006)
+////////////////////////////////////////////////////////////////////////////////
+Table of Contents
+////////////////////////////////////////////////////////////////////////////////
+[00] Including the NPC files and menu editing
+[01] Intro to module configuring and general options (config.txt)
+[02] Module: Main Core (ke_main.txt)
+[03] Module: Bank (ke_bank.txt)
+[04] Module: Broadcast (ke_broadcast.txt)
+[05] Module: Stylist (ke_dye.txt)
+[06] Module: Job Changer (ke_jobchange.txt)
+[07] Module: Job Swapper (ke_jobswap.txt)
+[08] Module: Smithery (ke_refine.txt)
+[09] Module: Renting (ke_refine.txt)
+[10] Module: Kafra Shop (ke_shop.txt)
+[11] Module: Stat/Skill Market (ke_statmarket.txt)
+[12] Module: Stat/Skill Resets/Raising (ke_stats.txt)
+[13] Module: Uncarding (ke_uncard.txt)
+[14] Module: Town Warping (ke_warp_town.txt)
+[15] Module: Dungeon Warping (ke_warp_dungeon.txt)
+[16] Module: PvP Warping (ke_warp_pvp.txt)
+[17] Module: WoE Warping (ke_warp_woe.txt)
+[18] The kafras.txt file: About Kafra Definitions
+
+////////////////////////////////////////////////////////////////////////////////
+[00] Including the NPC files and menu editing
+////////////////////////////////////////////////////////////////////////////////
+
+Because of the script's complexity, placing everything in a single file
+is out of the question, therefore the KESP comes bundled in different
+files. Because of the dynamic nature of the script, there are two things
+you need to do in order to enable/disable a particular service:
+
+1. Include the txt file with the corresponding module.
+To include the txt files, you need to know two things: where are the script
+files located, and which is the configuration file where you place the npc
+includes. We'll assume on this guide that you unpacked the KESP in
+npc/custom/kafraExpress. The configuration file for scripts is
+conf/map_athena.conf for eA1.0rc5, and npcs/scripts_custom.txt for current eA
+SVN versions. Add the files you want in the following manner:
+
+ npc: npc/custom/kafraExpress/ke_main.txt
+ //npc: npc/custom/kafraExpress/ke_rent.txt
+
+The first line is including the file ke_main.,txt, while the following
+excludes ke_rent from being used. Placing the "//" at the beginning of the
+line is known as commenting, and it's a useful way of quickly toggling a
+certain script on/off. The following is the list of all files that come
+bundled in the package:
+
+npc: npc/custom/kafraExpress/kafras.txt
+npc: npc/custom/kafraExpress/config.txt
+npc: npc/custom/kafraExpress/ke_main.txt
+
+npc: npc/custom/kafraExpress/ke_bank.txt
+npc: npc/custom/kafraExpress/ke_broadcast.txt
+npc: npc/custom/kafraExpress/ke_dye.txt
+npc: npc/custom/kafraExpress/ke_jobchange.txt
+npc: npc/custom/kafraExpress/ke_jobswap.txt
+npc: npc/custom/kafraExpress/ke_rent.txt
+npc: npc/custom/kafraExpress/ke_shop.txt
+npc: npc/custom/kafraExpress/ke_statmarket.txt
+npc: npc/custom/kafraExpress/ke_stats.txt
+npc: npc/custom/kafraExpress/ke_refine.txt
+npc: npc/custom/kafraExpress/ke_uncard.txt
+npc: npc/custom/kafraExpress/ke_warp_dungeon.txt
+npc: npc/custom/kafraExpress/ke_warp_pvp.txt
+npc: npc/custom/kafraExpress/ke_warp_town.txt
+npc: npc/custom/kafraExpress/ke_warp_woe.txt
+
+What files can be commented, which files you want to include? On the minimum,
+you need ke_main.txt, kafras.txt and config.txt to have the bare-bones functionality.
+Refer to the table of context to see the relation between files and the
+services they offer.
+
+2. Configure the Menus
+The second part of the configuration is adding/removing the menu entries that
+lead to the specific services. Failure to do this can either A. leave you with
+menu entries that lead to "Function Not found!" errors on the map server, or
+B. Services that were included, but you can't pick because they don't show up
+in the menu. The main file where you should configure the menus is ke_main.txt.
+
+From the main module, ke_main.txt, you must pick which services are available.
+The file contains eight menu sections, which is made up of two pairs of
+identitical menus. The only difference is that the first menu is displayed on
+Kafras placed on towns, while the second menu is for Kafras placed on fields and
+dungeons. The menu roughly looks like this:
+
+ menu
+ "- Leave",L_END,
+ "- Heal Service ("<some code here>"z/10SP)",L_HEAL,
+ "- Warp Service",L_WARP,
+// "- Use Storage ("<some code here>"z)",L_STORAGE,
+// "- Use Guild Storage ("<some code here>"z)",L_GUILD_STORAGE,
+ "- Job Services",M_JOB,
+ "- Other Services",M_OTHER,
+ "- Save Respawn point",L_SAVE;
+
+This is the main menu, as you can see the only service unavailable is to use
+the storage. Like in the npc/config file, you can comment the lines of the
+services you do not want.
+
+WARNING: If you need to comment the last option of a menu, remember to replace
+the comma for a semi-colon on the next-to-last option or script parsing errors
+will occur.
+
+The "Warp Service" leads to the second pair of menus you can configure:
+
+ menu
+ "- Return",-,
+ "- Dungeons",L_DUNGEON,
+// "- PvP Arena",L_PVP,
+// "- Guild Wars",L_GUILD_DUNGEON,
+ "- Towns",L_TOWN;
+ goto M_INIT;
+
+As before, you can comment/uncomment the features you want or not. Likewise,
+the third menu under "Job Services" contains features related to job changing,
+stats/skills and renting. The fourth pair is the "Other Services" menu which
+contains the rest of modules which are probably not going to be used
+frequently.
+
+For your convenience, the following is the list of all the menu options and the file(s) required for it to work:
+
+//Main Menu (under labels M_INIT/MD_INIT)
+
+ "- Heal Service" -> ke_main.txt
+ "- Warp Service"
+ "- Use Storage" -> ke_main.txt
+ "- Use Guild Storage" -> ke_main.txt
+ "- Job Services"
+ "- Other Services"
+ "- Save Respawn point" -> ke_main.txt
+
+//Warp Menu (under labels M_WARP/MD_WARP)
+
+ "- Dungeons" -> ke_warp_dungeon.txt
+ "- PvP Arena" -> ke_warp_pvp.txt
+ "- Guild Wars" -> ke_warp_gvg.txt
+ "- Towns" -> ke_warp_town.txt
+
+//Job Services Menu (under labels M_JOB/MD_JOB)
+
+ "- Change Job" -> ke_jobchange.txt
+ "- Swap Job" -> ke_jobswap.txt
+ "- Stat/Skill Services" -> ke_stats.txt
+ "- Stat/Skill Market" -> ke_statmarket.txt
+ "- Rental Service" -> ke_rent.txt
+
+//Other Services Menu (under labels M_OTHER/MD_OTHER)
+
+ "- Bank Services" -> ke_bank.txt
+ "- Use Kafra Shop" -> ke_shop.txt
+ "- Broadcast a message" -> ke_broadcast.txt
+ "- Refine Services" -> ke_refine.txt
+ "- Uncard Services" -> ke_uncard.txt
+ "- Stylist Service" -> ke_dye.txt
+ "- Use a Kafra Pass" -> ke_main.txt
+
+////////////////////////////////////////////////////////////////////////////////
+[01] Intro to individual module configuration.
+////////////////////////////////////////////////////////////////////////////////
+
+For portability reasons, the configure options for every module is in the file
+config.txt, which lets you upgrade to future versions without having to
+readjust your settings every time.
+The config file has the options separated per module to make it easier to
+read. There may be bits of code in each section to avoid parsing configure
+options for unneeded variables which should be left alone. In some rare
+occassions variables from one module will be used in a different module (ie:
+Broadcasting PvP messages uses the variables from the pvp module). all variables
+follow the standard "ke<module initials>_variablename", so a variable called
+"kewd_discount" refers to the discount variable in the deep warps module (wd).
+For example, the renting module's configuration segment is:
+
+ //-------------------------------------------------------------------------------
+ //Config for the Renting Module
+ //-------------------------------------------------------------------------------
+OnLoadRent:
+ set $@kert_cartOnly, 0; //Set to 1 to enable only cart rental, 0 enables all add-ons.
+ set $@kert_cartCost, 2000; //Cost to rent a Cart.
+ set $@kert_falconCost, 2000; //Cost to rent a Falcon.
+ set $@kert_pecoCost, 2000; //Cost to rent a PecoPeco.
+ end;
+
+Variables are usually of two types: Exact value based or Percentage based.
+Exact value variables are often price for different services, while the
+percentage based are things like 30% discount when using Kafra Passes.
+Percentage values are expressed per-hundredth (that is, 10 = 10%, 100 = 100%)
+unless otherwise specified.
+
+Each variable has a small description next to it, hence the need of this
+document. In this document the variable type is identified next to it by: (1)
+when it's boolean, (%) when it's a percentage, ($) when it's a price, (#) for
+numbers and (") for strings.
+
+////////////////////////////////////////////////////////////////////////////////
+[02] Module: Main Core (ke_main.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+This module offers the core functionality of the Kafra Express. Contains the
+main menu and handles the Kafra Pass Reserve Points system.
+
+Variables
+================================================================================
+
+(1) ke_saveOnSpot
+-----------------
+When 1, a character's respawn point is saved exactly where they are standing.
+otherwise, the respawn point is specified by the kafra definition (see Section
+18).
+
+($) keh_hpCost
+($) keh_spCost
+--------------
+The cost of healing sp per every 10 sp. For example, if the cost is 1, it
+costs 100z to heal 1000.
+
+($) kes_cost
+($) kegs_cost
+-------------
+The cost of using the storage, guild storage (respectively)
+
+(1) kekp_reset
+--------------
+For Kafra Passes. When 1, the Pass expires when starting a chat with the
+Kafra. Otherwise the variable remains active a pretty long time (probably all
+session).
+
+($) kekp_reserveCost
+--------------------
+The cost in zeny of reserve points. When using a Kafra Pass many services will
+be cheaper, the amount of zeny saved is "used" to grant the player reserve
+points. For example, if the reserve cost is 100, for every 100z the player
+saves, he'll earn 1 reserve points. Reserve points can be used in scripts, and
+by default is used in the Al De Baran Kafra Headquarters to gain items. Use a
+value of 0 to disable Reserve Point gaining.
+
+(#) kekp_minReserve
+(#) kekp_maxReserve
+---------------
+What is the minimum/maximum reserve points the player can gain when using a
+Kafra Pass per transaction? This only applies when the player has saved at
+least 1z.
+
+(") ked_users
+-------------
+Certain modules (in particular, the warping ones) have the ability to display
+the number of players related to the function (ie: number of users in a
+dungeon), in such cases this variable is used to display the 'unit' of said
+count. For example, if ked_users is "kids" then the related modules might
+display things like "- Glast Heim (6 kids)".
+
+////////////////////////////////////////////////////////////////////////////////
+[03] Module: Bank (ke_bank.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+This modules enables characters to "store" zeny on a virtual bank account
+which is shared among characters of the same account. There can be deposits,
+withdrawals, which can have transactions fees associated.
+
+It is also possible to establish a monthly maintenance fee that has to be
+payed, when the player does not has enough money in the account to pay this
+fee, they stop gaining interests until they deposit enough to pay it up.
+Finally, all fees charged by the bank can be stored in a server-wide variable
+which may be used by other custom scripts.
+
+Variables
+================================================================================
+
+(%) kebk_depositCost
+(%) kebk_withdrawCost
+---------------------
+The Fee in % charged whenever a player does a deposit/withdrawal. For example,
+when a player deposits 100z and the fee is 3%, only 97z are deposited, and 3z
+are charged. Likewise, if a player withdraws 100z when the fee is of 5%,
+they'll withdraw 100z and an additional 5z will be removed from their accounts
+as fee cost.
+
+($) kebk_minTransact
+($) kebk_maxTransact
+--------------------
+The minimum/maximum values of a single transaction (deposit or withdrawal)
+
+($) kebk_capacity
+-----------------
+Indicates what is the bank account capacity for players. That is, what is the
+maximum zeny their account can hold. You can't deposit anymore once the max
+has been reached, and daily interests are lost while maxed.
+
+(%) kebk_dayInterest
+--------------------
+The daily interests that the account makes. The value is in 0.01% units, so a
+value of 100 equals 1% daily interests.
+
+($) kebk_monMaintenance
+-----------------------
+Monthly flat fee charged for maintenance.
+
+(1) kebk_useGlobalBank
+----------------------
+When 1, every fee charged from the player goes into a server variable
+($ke_globalbank), which can then be used by other scripts. is 0 by default
+because none of the Kafra Express modules uses it.
+
+////////////////////////////////////////////////////////////////////////////////
+[04] Module: Broadcast (ke_broadcast.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Provides broadcasting services for players. Broadcasts can be local (current
+map only) or global (server announce), there are also four types of broadcast:
+Requests for a party, PvP Challenge invitations, General Broadcasts (player
+input the string they want to say) and General Anonymous Broadcasts (player
+name is not displayed when doing the broadcast).
+
+Note that the variables from ke_warp_pvp.txt will be used for auto-configuring
+the pvp broadcasts.
+
+Variables:
+================================================================================
+
+(1) kebc_showOnline
+-------------------
+When 1, the total count of players will be displayed in the menu (map users
+next to the local broadcast entry, server users next to the global broadcast
+entry).
+
+($) kebc_partyCost
+($) kebc_pvpCost
+($) kebc_cost
+($) kebc_anonCost
+------------------
+Respective base costs for doing Party-Requests/Pvp Challenge/General/Anonymous
+broadcasts.
+
+(%) kebc_globalFactor
+---------------------
+When the broadcast is global, the base cost is multipled by this factor. If
+the factor is 500, then global broadcasts cost 5x times the cost of the map's
+broadcast.
+
+(%) kebc_discount
+-----------------
+Discount on broadcast prices when the Kafra Pass is active.
+
+////////////////////////////////////////////////////////////////////////////////
+[05] Module: Stylist (ke_dye.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Offers cloth dye, hair dye and hair style changes, both by input and by wheel
+browsing. Does not consumes dyestuffs because it is designed for custom dye
+packages.
+
+Variables
+================================================================================
+
+(1) kedy_enableHairstyle
+------------------------
+If one, the menu will include hair-style changing options, otherwise only
+dye-changes are offered
+
+(#) kedy_styles
+---------------
+Specifies the number of available hair styles
+
+(#) kedy_hair
+-------------
+Specificies the number of hair dyes
+
+(#) kedy_clothJN
+(#) kedy_clothJ1ST
+(#) kedy_clothJ2ND
+(#) kedy_clothJSN
+(#) kedy_clothJWED
+------------------
+Specifies the number of cloth dyes based on job-type: Novices, First Classes,
+Second Classes, Super Novices, Wedding Class.
+
+////////////////////////////////////////////////////////////////////////////////
+[06] Module: Job Changer (ke_jobchange.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Offers job changing, including rebirth and baby classes. The rebirth system
+can allow people free changing through a different path, or forcing the
+correct path. Zeny can be charged/granted as well as weapons on job-change.
+Remaining Skill Points can be wiped, ignored or prevent the change from
+happening. Before changing players can review the consequences of doing so,
+including weapons to gain.
+
+Finally, there's an option that makes it possible to skip the novice class
+altogether and change directly to first jobs.
+
+Variables
+================================================================================
+
+(#) kejc_skillsPolicy
+---------------------
+Determines what to do with remaining skill points upon change:
+ 0: No job changing until points are used.
+ 1: Extra Skill Points are wiped.
+ 2: Extra skill points are conserved.
+
+(#) kejc_upperPolicy
+--------------------
+What to do about the advanced classes?
+ 0: Free for all, players can pick any advanced job regardless of the previous.
+ 1: Force mode, classes are auto-selected from the previous path. In the
+ case the path could not be determined (players changed jobs previously
+ using other npcs), players will be able to select their next job.
+
+(1) kejc_announce
+-----------------
+When 1, a global announce will be done upon change.
+
+(1) kejc_resetDye
+-----------------
+If one, the cloth dye is reset upon changing.
+
+(1) kejc_skipNovice
+-------------------
+If one, players can skip the novice class and directly into their first job.
+Exploit proof, skills are wiped when changing to a 1st class this way, and
+their basic skill level is set to 9.
+
+(#) kejc_baseSN
+---------------
+Base Level required before changing into a Super Novice.
+
+(#) kejc_base2ND
+(#) kejc_job2ND
+(#) kejc_cost2ND
+----------------
+Base level, Job level and zeny required to change into a second job. If the
+cost is below zero, zeny will be given to the player instead of charged.
+
+(#) kejc_baseRebirth
+(#) kejc_jobRebirth
+(#) kejc_costRebirth
+--------------------
+Base level, Job level and zeny required before doing a rebirth (change to High
+Novice).
+
+(1) kejc_rebirthReset
+---------------------
+If 1, when changing into a HighNovice characters will have their level reset
+to 1 (with the additional 100 stat points)
+
+(1) kejc_weaponPolicy
+---------------------
+If 1, characters will get a weapon upon job change. For each first&second
+class there are two weapons to specify, the standard weapon and the "premium"
+one.
+
+(#) kejc_wBonusLv
+-----------------
+When characters reach this job level, they will receive the premium weapon instead of the normal one. If 0, premium weapons are disabled.
+
+(#) kejc_wAcolyte
+(#) kejc_wArcher
+(#) kejc_wMage
+(#) kejc_wMerchant
+(#) kejc_wSwordman
+(#) kejc_wThief
+(#) kejc_wSuperNovice
+(#) kejc_wPriest
+(#) kejc_wMonk
+(#) kejc_wHunter
+(#) kejc_wBard
+(#) kejc_wDancer
+(#) kejc_wWizard
+(#) kejc_wSage
+(#) kejc_wBlacksmith
+(#) kejc_wAlchemist
+(#) kejc_wKnight
+(#) kejc_wCrusader
+(#) kejc_wAssassin
+(#) kejc_wRogue
+-----------------------
+ID of the normal weapons received upon job change (if weapon policy is in
+effect).
+
+(#) kejc_w2Priest
+(#) kejc_w2Monk
+(#) kejc_w2Hunter
+(#) kejc_w2Bard
+(#) kejc_w2Dancer
+(#) kejc_w2Wizard
+(#) kejc_w2Sage
+(#) kejc_w2Blacksmith
+(#) kejc_w2Alchemist
+(#) kejc_w2Knight
+(#) kejc_w2Crusader
+(#) kejc_w2Assassin
+(#) kejc_w2Rogue
+--------------------
+ID of the premium weapons received upon job chane (if bonus weapon policy is
+in effect). Note that first classes can't get a bonus weapon.
+
+////////////////////////////////////////////////////////////////////////////////
+[07] Module: Job Swapper (ke_jobswap.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Permits characters to change jobs among other jobs of their same "level".
+This is, between first classes or between second classes. It is also possible
+to store the last job used and revert to it at a later date. Dye, Job Level
+and Skill Point count is saved, however the skill-tree is not saved and skills
+need be reallocated. When reverting to the previous class, characters might be
+able to return from an adv class to a normal one, but if they are baby
+classes, they can't change back to a normal one.
+
+Variables
+================================================================================
+
+(1) kejs_SNpolicy
+-----------------
+Determines what to do with Super Novices. if 0, they can't swap jobs, if 1,
+they are considered first classes.
+
+(#) kejs_revertPolicy
+---------------------
+Determines if Reverting classes is possible and when:
+ 0: Cannot go back to the previous job.
+ 1: Can only go back if the previous job belongs to the same type as the
+ first (is also a 1st/2nd job and is the same normal/adv/baby category).
+ 2: Can return to the previous job regardless (exception: when one of the
+ two jobs is a baby job and the other is not).
+
+(1) kejs_announce
+-----------------
+If 1 does a server announce when swapping jobs.
+
+($) kejs_revertCost
+-------------------
+Cost of changing to the previous job.
+
+(1) kejs_saveDye
+----------------
+If one, the dye is saved when swapping and restored upon revert.
+
+(1) kejs_resetDye
+-----------------
+If 1 the clothe dye is reset upon swap.
+
+(%) kejs_swapDiscount
+(%) kejs_revertDiscount
+-----------------------
+Discount % to apply when the kafra pass is active for swapping/reverting.
+
+(#) kejs_job1ST
+(#) kejs_job2ND
+---------------
+Minimum job level before being able to swap among 1st/2nd classes.
+
+($) kejs_cost1ST
+($) kejs_cost2ND
+----------------
+Base cost of swaping jobs.
+
+(%) kejs_discount1ST
+(%) kejs_discount2ND
+--------------------
+Discount % to apply to the base cost for every job level above the minimum
+required. For example, if the discount is 1% per level and you change when you
+have +10 level more than the min necessary, you get a 10% discount.
+
+(%) kejs_preserve1ST
+(%) kejs_preserve2ND
+--------------------
+Indicates how much of the previous job level to preserve when changing. For
+example, if the preserve value is 50 (50%) and you change from a level 40
+Knight into Priest, you'll become a lv 20 Priest. Skill points are adjusted
+accordingly so it's exploit-free.
+
+////////////////////////////////////////////////////////////////////////////////
+[08] Module: Smithery (ke_refine.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Offers the services usually found in the town smithery and then some more:
+Item refining, Item Repairing, Ore Purification (rough oris -> pure ones).
+Also sells Phracon and Emveretarcon.
+
+Item refining can follow all the rules of normal refining, but it can also
+override them to refine everything, or safe refines up to max level.
+
+Ore Purification can be extended to include all the rough materials that
+blacksmiths can purify (star dust -> star crumbs, for example).
+
+Variables
+================================================================================
+
+(#) kerf_maxLv
+--------------
+Maximum refinement level of equipment.
+
+(1) kerf_safe
+-------------
+If 1 success chances are ignoring and refining never fails.
+
+(1) kerf_showChance
+-------------------
+If 1 the chance of success/failure is actually shown before confirming.
+
+(1) kerf_refineAll
+------------------
+If 1 then unrefinable items will be refined too (like accesories)
+
+(%) kerf_discount
+-----------------
+Discount rate to be applied during forging when the Kafra Pass is active.
+
+($) kerf_armorCost
+($) kerf_weaponLv1Cost
+($) kerf_weaponLv2Cost
+($) kerf_weaponLv3Cost
+($) kerf_weaponLv4Cost
+----------------------
+Cost per level to refine armors, and level 1/2/3/4 weapons.
+
+(1) kerf_purifyAll
+------------------
+If 1, the extended purify menu will be used, which shows how to purify steels,
+star crumbs, etc; otherwise, just elus and oris are available.
+
+($) kerf_repairCost
+-------------------
+Cost of repairing a broken weapon.
+
+(%) kerf_repairDiscount
+-----------------------
+Repair Discount% when the kafra pass is active.
+
+(1) kerf_repairSteel
+--------------------
+If 1, a steel will be required to repair items.
+
+////////////////////////////////////////////////////////////////////////////////
+[09] Module: Renting (ke_refine.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Allows renting of Cart/Falcon/PecoPeco. Note that the only restriction applied
+is whether the character has "PushCart", "Falcon Taming" or "PecoPeco Riding",
+it does not checks for the character's class.
+
+It must also be noted that renting is free while the Kafra Pass is active.
+
+Variables
+================================================================================
+
+(1) kert_cartOnly
+-----------------
+If 1, this module only offers cart rentals. Otherwise you can rent any of the three.
+
+($) kert_cartCost
+($) kert_falconCost
+($) kert_pecoCost
+-------------------
+Cost for renting carts/falcons/pecos.
+
+////////////////////////////////////////////////////////////////////////////////
+[10] Module: Kafra Shop (ke_shop.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Allows invoking of a shop from the Kafra. Note that the shops must be of
+invisible type (ke_shop.txt has an example of two such shops). The config
+enables you to select whether the shop will allow buying, selling or
+both, as well as the name of the shops to use in towns or dungeons (if you
+want to use a custom shop defined elsewhere or want to use the same shop for
+both).
+
+Variables
+================================================================================
+
+(#) $@kesh_towntype
+(#) $@kesh_duntype
+-------------------
+Specifies the type of transaction allowed at the shop. Use 1 to enable only
+buying of items, 2 for only selling, or any other value for both.
+
+(#) $@kesh_townshop$
+(#) $@kesh_dunshop$
+--------------------
+Specifies the name of the shop to use for buying/selling of items. By default
+the file includes two such shops which you can use, or you can disable them
+and specify your own in the config changing these variables.
+
+////////////////////////////////////////////////////////////////////////////////
+[11] Module: Stat/Skill Market (ke_statmarket.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Not really a "market", this module lets players sell and buy stat/skill
+points. Also allows for direct trading between stats/skills.
+
+NOTE: Selling stat points can lead to zeny exploits if your server uses the
+stat_db.txt file, because players can then sell all their stat points, do a
+reset and get them back! To prevent this, set the following battle config
+option:
+ use_statpoint_table: no
+Alternatively, you can set the selling point of statpoints to be 0z.
+
+Variables
+================================================================================
+
+($) kesm_stBuyPrice
+($) kesm_stSellPrice
+--------------------
+Price for every stat point to be bought/sold.
+
+($) kesm_skBuyPrice
+($) kesm_skSellPrice
+--------------------
+Price for every skill point to be bought/sold.
+
+(%) kesm_discount
+-----------------
+Discount price when kafra pass is active. Only applies to buying stats/skills.
+
+(#) kesm_skTradePrice
+(#) kesm_stTradePrice
+---------------------
+These two define how many stat points are traded per each skill point when
+doing a direct conversion between stats/skills. The idea is that trading
+directly one for the other should be cheaper than selling them and then buying
+from the other. You can set both to the same value and the trading will have
+no loss.
+Notice that skTradePrice is the cost for converting stats to skills and
+stTradePrice is the cost for converting skills to stats. So... NEVER set
+stTradePrice higher than skTradePrice or you allow an easy exploit of infinite
+stats/skills!
+
+////////////////////////////////////////////////////////////////////////////////
+[11] Module: Stat/Skill Resets/Raising (ke_stats.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Does stat/skills resets, and additionally helps characters raise their basic
+stats faster. Optionally, skill resets will not touch the basic-skill level.
+Price have two components: base fee and per level fee, so characters with
+higher levels will have to pay more for a reset than low level ones.
+For stat resetting, base level is taken into account. For skill resets, job
+levels. For a dual reset, the addition of both is considered. Also, when taken
+into consideration job level for second classes, the job-level at which one
+changed jobs is also considered. So a Job level 1 Knight actually has job
+level of 41~51.
+
+NOTE: Be careful with quest skills. If your server is configured to reset
+quest skills and players can get their quest skills for free, you are letting
+them exploit the system and get unlimited skill points! (even worse if they
+can sell'em in the Stat/Skills market module). Be sure to either remove free
+quest skills npcs or make quest skills not resetable.
+
+Variables:
+================================================================================
+
+($) kest_stResetCost
+--------------------
+Base cost of doing a stat reset.
+
+($) kest_skResetCost
+--------------------
+Base cost of doing a skill reset.
+
+($) kest_resetCost
+------------------
+Base cost of a dual reset.
+
+($) kest_BaseLvCost
+-------------------
+Cost per Base level for doing a stat reset.
+
+($) kest_JobLvCost
+------------------
+Cost per Job level for doing a skill reset.
+
+($) kest_BothLvCost
+-------------------
+Cost per Base+Job level for doing a dual reset.
+
+(%) kest_discount
+-----------------
+Discount % applied when Kafra Pass is active.
+
+(1) kest_resetBasic
+-------------------
+If 1, the skill "basic skill" is also reset.
+
+////////////////////////////////////////////////////////////////////////////////
+[12] Module: Uncarding (ke_uncard.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+This module allows people to remove cards from their equipped items. Prices
+are modified by the item type, the amount of cards and the refine level of the
+item. There's also a chance the removal will fail and: Nothing is lost, the
+card or item is lost, both are lost. The procedure may also require up to two
+different items (and each one with their own specified qty).
+
+Variables:
+================================================================================
+
+($) keuc_BaseCost
+-----------------
+Base cost of uncarding, modified by the following conditions:
+
+($) keuc_CardCost
+-----------------
+Each card to be removed increases the total by this value.
+
+($) keuc_UpgradeCostA
+($) keuc_UpgradeCostW1
+($) keuc_UpgradeCostW2
+($) keuc_UpgradeCostW3
+($) keuc_UpgradeCostW4
+----------------------
+These indicate the price increase per refine level for armors and weapons
+levels 1/2/3/4. A +10 armor gets a price increases of ten times
+keuc_UpgradeCostA.
+
+(%) keuc_discount
+-----------------
+Discount % to apply when kafra pass is active.
+
+(#) keuc_Mat1
+(#) keuc_Qty1
+-------------
+Id and Qty of the first material that is needed to uncard. If the qty is zero,
+then it's disabled.
+
+(#) keuc_Mat2
+(#) keuc_Qty2
+-------------
+id & Qty of the second material to use. Only valid if the first material was
+also defined, use qty=0 to disable.
+
+(%) keuc_Fail0Chance
+--------------------
+This is the safe failure chance (0-1000, where 1000 = 100.0%). A Safe failure
+means the original item remains intact, but you are still charged the money
+and the materials. Use 0 to disable this type of failure.
+
+(%) keuc_Fail1Chance
+--------------------
+This is the partial failure chance (0-1000). Partial failures are when either
+the cards or the item is lost. The player gets to choose which one is more
+important before proceeding. Use 0 to disable.
+
+(%) keuc_Fail2Chance
+--------------------
+Total failure chance (0-1000). When this triggers, both item and cards are
+lost. Use 0 to disable.
+
+////////////////////////////////////////////////////////////////////////////////
+[14] Module: Town Warping (ke_warp_town.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+This module enables warping to towns. Currently all towns have the same
+warping cost, independent of how far away they are placed. The only exception
+is Niflheim, which is more of a dungeon than a town.
+
+Variables
+================================================================================
+
+(1) kewt_showOnline
+-------------------
+If set to 1, the menus will display the online count of players in
+towns.
+
+($) kewt_cost
+-------------
+Cost of warping to a town.
+
+($) kewt_niflCost
+-----------------
+Cost of warping to Niflheim. Different cost since Niflheim is more of a
+dungeon than a city. Also, players can't warp to Niflheim until they do the
+Niflheim Piano Key Quest.
+
+(#) kewt_travel
+---------------
+Allows enabling the traveller system. The traveller system makes it so you can't
+warp to a town until you have been there first by some other means (usually
+walking) and saved with the Kafra Express in that town.
+There are three valid values for this variable: 0, 1, 2.
+0 - Disables this mode.
+1 - Uses the mode on a per character basis; that is, each character needs to
+travel to that town and save and that unlocks warping only for that
+character.
+2 - Uses the mode on a per account basis; that is, once a character has saved
+on a town, all other (and future) characters from the same account have the
+warp unlocked.
+
+(1) kewt_free
+-------------
+If 1, players will be able to warp to towns even if they run out of money.
+Niflheim excepted.
+
+(%) kewt_discount
+-----------------
+Discount % to apply when warping while the Kafra Pass is active.
+
+////////////////////////////////////////////////////////////////////////////////
+[15] Module: Dungeon Warping (ke_warp_dungeon.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+Offers warps to all dungeons. Dungeon warping has two main operation modes:
+Deep Dungeon Warping and Short Dungeon Warping. Deep Dungeon warping enables
+players to warp to any level of any dungeon, while Short Dungeon Warping is
+restricted to warping only to the entrance of the dungeon. Traveller's mode is
+also available for dungeons.
+
+Variables
+================================================================================
+
+(1) kewd_showOnline
+-------------------
+If set to 1, the menus will display the online online count of characters in
+the dungeons.
+
+(%) kewd_discount
+-----------------
+Discount % to apply when warping while the Kafra Pass is active.
+
+(#) kewd_travel
+---------------
+Enables the traveller system. Just like the traveller's system for towns,
+you can't warp to any dungeon to which you have not visited first on foot and
+saved with the corresponding Kafra Express first.
+If 1, traveller's mode is enabled on a per character basis (so once a
+character saves, only that character has unlocked the warp).
+If 2, traveller's mode is enabled on a per account basis (so once a character
+saves, all charaters of the corresponding account have the warp unlocked).
+
+(1) kewd_deep
+-------------
+This variable decides whether deep or short warps will be used. There's no
+need to set it as it will be set automatically based on which file was
+included (ke_warp_short.txt or ke_warp_deep.txt).
+
+(%) kewd_levelCost
+------------------
+This variable only applies to deep warps. It indicates in percentage the cost
+increase per level. For example, if the dungeon costs 1000z to warp to, and
+the levelCost increase is of 50 (50%) then warping to level 2 costs 1500, lv3
+costs 2000, and so on.
+
+(%) kewd_entryDiscount
+----------------------
+The discount for using the Kafra in the dungeon entrance to warp within the
+dungeon. For example, if you use the Kafra next to Payon dungeon to warp to
+Payon Dungeon lv5, this discount is then applied. This variable only makes
+sense on deep warp mode.
+
+(1) kewd_turtleCave
+-------------------
+Only used on short warps. If 1, then warping to Turtle Dungeon should lead
+directly to the cave's entrance, otherwise it warps you to the Island's
+entrance.
+
+($) kewd_amatsu
+($) kewd_antHell
+($) kewd_ayothaya
+($) kewd_byalan
+($) kewd_comodo
+($) kewd_clockTower
+($) kewd_coalMines
+($) kewd_culvert
+($) kewd_gefenia
+($) kewd_geffen
+($) kewd_glastHeim
+($) kewd_gonRyun
+($) kewd_hiddenTemple
+($) kewd_louYang
+($) kewd_magma
+($) kewd_orc
+($) kewd_payon
+($) kewd_pyramids
+($) kewd_sphinx
+($) kewd_sunkenShip
+($) kewd_toyFactory
+($) kewd_turtleIsland
+($) kewd_umbala
+---------------------
+Base cost of warping to each dungeon, that is, the entrance level cost.
+
+////////////////////////////////////////////////////////////////////////////////
+[16] Module: PvP Warping (ke_pvp.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+The PvP warping module leads to the pvp maps named pvp_n_*-*.gat. It has two
+modes: simple and advanced. On simple mode, every player of every level gets
+thrown into the pvp_n_1-*.gat maps to nuke it out, on advanced mode each of
+the map groups gets their own range of permissible levels to enter. Since
+there is no sure way how characters should escape from a pvp map, they are
+currently given a butterfly wing when they warp.
+
+Variables
+================================================================================
+
+(1) kewp_showOnline
+-------------------
+If 1, the menu entries will display the online count of players of each entry.
+
+(1) kewp_advanced
+-----------------
+Use the advanced pvp system if 1 (see module description)
+
+($) kewp_cost
+-------------
+Cost of warping to the pvp rooms used in non-advanced rooms and "free for all"
+in advanced mode.
+
+($) kewp_cost1
+($) kewp_cost2
+($) kewp_cost3
+($) kewp_cost4
+($) kewp_cost5
+($) kewp_cost6
+($) kewp_cost7
+--------------
+The costs for each of the pvp room groups in advanced mode.
+
+(#) kewp_baseLv1
+(#) kewp_baseLv2
+(#) kewp_baseLv3
+(#) kewp_baseLv4
+(#) kewp_baseLv5
+(#) kewp_baseLv6
+(#) kewp_baseLv7
+----------------
+These indicate the nominal base level for each room (which base level should
+characters be around to join it). Applicable only to advanced mode.
+
+(#) kewp_range
+--------------
+Specifies how far away the character's level can be from the nominal value to
+still be allowed within the room. If the nominal level is 50 and the range is
+3, only characters with levels 47-53 may join.
+
+////////////////////////////////////////////////////////////////////////////////
+[17] Module: WoE Warps (warp_woe.txt)
+////////////////////////////////////////////////////////////////////////////////
+
+Description
+================================================================================
+This module allows characters to warp into the WoE grounds during (or out of)
+War of Emperium times. Players may warp directly into the Guild Dungeons if
+the proper lines are uncommented on the warp menu (See warp_woe.txt's header
+for the location of the menu entries):
+
+ menu "- Cancel",-,
+// "- Guild Dungeons",M_DUNGEON,
+ "- Al De Baran Guild ("<some code>"z)",L_ALDEBARAN,
+ "- Geffen Guild ("<some code>"z)",L_GEFFEN,
+ "- Payon Guild ("<some code>"z)",L_PAYON,
+ "- Prontera Guild ("<some code>"z)",L_PRONTERA;
+ return;
+
+Variables
+================================================================================
+
+(1) kewg_check
+--------------
+Does a guild check. If 1, only characters who belong to a guild can use these
+warps.
+
+(1) kewg_checkAgit
+------------------
+Does the WoE times check. If 1, only during War of Emperium the warps will be
+active.
+
+(1) kewg_showOnline
+-------------------
+Set to 1 to display in the menus the online count of players in each of the
+guild areas. It also adds a menu entry that displays the summary of players
+within each castle and guild grounds.
+
+(%) kewg_discount
+-----------------
+Discount % to be applied for warps while the Kafra Pass is active.
+
+($) kewg_baldur
+($) kewg_luina
+($) kewg_valkyrie
+($) kewg_britoniah
+------------------
+Costs to the respective guild dungeons when enabled.
+
+($) kewg_alDeBaran
+($) kewg_geffen
+($) kewg_payon
+($) kewg_prontera
+------------------
+Costs to each of the guild grounds.
+
+////////////////////////////////////////////////////////////////////////////////
+[18] The kafras.txt file: About Kafra Definitions
+////////////////////////////////////////////////////////////////////////////////
+
+The file kafras.txt contains the definition of the Kafras, which is the actual
+sprite on-screen that characters speak with. An enabled kafra may look like
+this:
+
+//Alberta
+alberta.gat,113,53,7 script Kafra Express 116,{
+ callfunc "F_KafraExpress","Kafra Express","kafra_02",0,"alberta.gat",116,57;
+}
+
+And a disabled/commented Kafra would look like this:
+
+//Prontera Guild Grounds
+//prt_gld.gat,127,163,5 script Kafra Express 115,{
+// callfunc "F_KafraExpress","Kafra Express","kafra_03",1,"prt_gld.gat",129,170;
+//}
+
+For scripters, the way to define an NPC is not new, and beyond the scope of
+this document, so I'll only document the function "F_KafraExpress":
+
+F_KafraExpress (String "Kafra's name", String "kafra image file", int location, String map, int x, int save y)
+
+The first parameter, the Kafra's name, is the name that will be displayed all
+over the dialogue windows. The Kafra Image file is the image that is to be
+displayed on the screen during the npc chat (without the extension). You can
+use "" to disable the image.
+
+Location refers to the type of Kafra. Type=0 refers to Kafras in towns while
+Type=1 refers to Kafras placed in the wild, ie: in dungeons. Type=2 is for
+Kafras that should count as both town & dungeon. Under these situations, the
+menus displayed are those of the town, the type is used for the traveller's
+warping mode. Finally, Type=3 is a special type used only for the Niflheim
+Kafra.
+
+The last three Parameters are used to define the save location when you save
+your respawn. They are not needed if you use the "Save-on-spot" feature, but
+it's recommended to pass them nevertheless. Note that the map name will still
+be used when using traveller's mode.