… | |
… | |
219 | */ |
219 | */ |
220 | #define NO_POLYMORPH |
220 | #define NO_POLYMORPH |
221 | |
221 | |
222 | |
222 | |
223 | /* This determine how many entries are stored in the kill log. You |
223 | /* This determine how many entries are stored in the kill log. You |
224 | * can see this information with the 'party kills' command. More entries |
224 | * can see this information with the 'party kills' command. More entries |
225 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. |
226 | * this feature is disabled. |
|
|
227 | */ |
226 | */ |
228 | #define PARTY_KILL_LOG 20 |
227 | #define PARTY_KILL_LOG 40 |
229 | |
228 | |
230 | /* |
229 | /* |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
232 | * the setting permanent_experience_percentage is zero, these values have |
231 | * the setting permanent_experience_percentage is zero, these values have |
233 | * no meaning. The value in the settings file is the percentage of the |
232 | * no meaning. The value in the settings file is the percentage of the |
… | |
… | |
466 | */ |
465 | */ |
467 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
468 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
469 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
470 | |
469 | |
471 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
472 | * needs to be selected. You can set both, and things will work fine, |
|
|
473 | * however, it just means that a lot more saving will be done, which |
|
|
474 | * can slow things down some. |
|
|
475 | */ |
|
|
476 | |
|
|
477 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
478 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
479 | * if the player drops and item, and the last time he was saved |
|
|
480 | * due to item drop is longer |
|
|
481 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
482 | * environment, you may want to set this to a higher value, so that |
|
|
483 | * you are not spending too much time saving the characters. |
|
|
484 | * This option should now work (Crossfire 0.90.5) |
|
|
485 | */ |
|
|
486 | |
|
|
487 | //#define SAVE_INTERVAL 60 |
|
|
488 | |
|
|
489 | /* |
470 | /* |
490 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
491 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
472 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
492 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
493 | * spread out these saves, but that might be more effort than it is |
474 | * spread out these saves, but that might be more effort than it is |