; General settings
; These may only be set once per file and must be out of any section definition.
; Note: Infobar 1.00 (and later) no longer use any of the 'delay' options, autodiscover, or autoclose.
; Determine the behavior of the parser when parsing Infobar expressions
; This must be six characters long. Each character represents one thing to the parser, in the following order:
; Command start. Arglist start. Arglist separator. Arglist end. Command end. Escape character.
; Command start can be the same as command end. All other values must be unique.
; Acceptable values: see text
; Default value: $(,)$\
parserchars=$(,)$\
; Location of the database files
database=database.db
notes=notes.db
; Which profile to use for each character. You can override this at runtime with 'ib profile '
; Acceptable values: any profile name (case insensitive). If blank, disables Infobar for that character.
; Default value: value of profile.default
; profile.Maincharacter=default
; profile.Uselesscraftermule=
; profile.Powerleveller=powerlevel
; Which profile is used for any characters not named above. If blank, disables Infobar for any characters not above.
profile.default=default
; The following attributes apply by default to all bars, unless specified specifically in them.
; Position. If Infobar is in the way of the FPS counter, try x=82 and y=3
x=16
y=0
; Default font
font=Arial
size=12
bold=0
italic=0
; Default background color (r,g,

and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru.
bgcolor=0,0,0
bgalpha=255
; Default foreground color (r,g,

and alpha (opacity) 255 = 100% solid, 0 = 100% see-thru
color=255,255,255
alpha=255
; You can also apply font and color styles to certain situations:
; notarget - (Applies when nothing is targetted)
; player - (Applies when a player is targetted)
; ally - (Allies when targetted player is a member of your party/alliance, overrides player if set)
; self - (Applies when you are targetted. Overrides ally and player if set)
; npc - (Applies when an NPC is targetted)
; monster - (Applies when a monster is targetted)
; aggressivemonster - (Applies when the targetted monster is aggressive. Overrides monster)
; dangerousmonster - (Applies when the targetted monster is aggressive TO YOU, i.e. it's maxlevel is 10 levels below you or higher. Overrides aggressivemonster)
; Note aggressivemonster and dangerousmonster require accurate database information!
; For example, to bold monsters that can potentially agro you:
; dangerousmonster.bold=1
notarget.color=255,255,255
player.color=255,255,255
ally.color=128,255,255
npc.color=128,255,128
monster.color=255,255,128
dangerousmonster.bold=1
; If these are set, lists of elemental weaknesses and crystal drops will be colorized by element.
elementcolor.light=255,255,255
elementcolor.dark=96,64,128
elementcolor.fire=255,0,0
elementcolor.earth=255,255,0
elementcolor.water=96,96,255
elementcolor.wind=0,255,0
elementcolor.ice=0,255,255
elementcolor.lightning=255,96,255
; Bar names are in brackets. This is the default configuration for the default bar.
[default]
; You can override style preferences for an entire classification of bars by using notarget.color, npc.bold, etc.
; You can override style preferences for a particular bar by using notarget.0.color, etc.
; Bars for when you have no target
notarget.0=$self.zone$ $self.name$ ($self.job$) ($self.x(3)$, $self.y(3)$, $self.z(3)$) $self.facing$ ($self.facing(3)$)
notarget.1=$time.game(%W %t %O \(%P\) %e %T)$
notarget.2=Airships: $if($incity(Sandoria)$,San d'Oria->Jeuno: $time.airship.sandoria.home.departs$ || )$$if($incity(Bastok)$,Bastok->Jeuno: $time.airship.bastok.home.departs$ || )$$if($incity(Windurst)$,Windurst->Jeuno: $time.airship.windurst.home.departs$ || )$$if($incity(Kazham)$,Kazham->Jeuno: $time.airship.kazham.home.departs$ || )$Jeuno->San d'Oria: $time.airship.sandoria.jeuno.departs$ Jeuno->Bastok: $time.airship.bastok.jeuno.departs$ Jeuno->Windurst: $time.airship.windurst.jeuno.departs$ Jeuno->Kazham: $time.airship.kazham.jeuno.departs$
notarget.3=Ferries: Mhaura<->Selbina: $time.ferry.selbina$ Mhaura<->Al Zahbi: $time.ferry.whitegate$ Al Zahbi<->Nashmau: $time.ferry.nashmau$
; Bars for when a player is targetted. If you do not specify any 'ally' bars, these also apply to allies.
player.0=$target.name$ $target.notes$
; Bars for when an ally is targetted. If you do not specify any 'self' bars, these also apply if you target yourself.
; ally.0=$target.name$ $target.notes$ HP: $target.hp$/$target.hpmax$ ($target.hppct$%) MP: $target.mp$/$target.mpmax$ ($target.mppct$%) TP: $target.tp$%
; Bars for when an NPC is targetted.
npc.0=$target.name$ Notes: $target.notes$
; Bars for when a monster is targetted. Also applies to aggressivemonster and dangerousmonster if they are not set
monster.0=$target.instanceinfomultiple$$target.name$($target.hp.percent$%) $target.aggressive(AGGRESSIVE )$$target.linking(LINKING )$Detects: $target.detects$ $prefix(Job: ,$target.job$, )$Weak vs: $target.weaknesses$ Lv.$target.level$ (~$target.xp.avg$xp)
monster.1=$target.instanceinfomultiple$$target.name$($target.hp.percent$%) Spawns: $target.spawns$ (Respawn: $target.respawn$) Steal: $target.stolen$ Drops: $target.drops$
monster.2=$target.instanceinfomultiple$$target.name$($target.hp.percent$%) Notes: $target.notes$