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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.4 by root, Thu Feb 9 02:22:04 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1 2006/02/03 07:12:48 root Exp $"; 3 * "$Id: config.h,v 1.4 2006/02/09 02:22:04 root Exp $";
4 */ 4 */
5 5
6/* 6/*
7 CrossFire, A Multiplayer game for X-windows 7 CrossFire, A Multiplayer game for X-windows
8 8
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 74 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 75 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program 76 * WATCHDOG - allows use of an external watchdog program
77 * 77 *
78 ***********************************************************************/ 78 ***********************************************************************/
79
80/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
85#define COZY_SERVER 1
79 86
80/* Use balanced stat loss code? 87/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 88 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that 89 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 114 * this gets more offset as the stat gets more depleted.
108 * 115 *
109 */ 116 */
110/* GD */ 117/* GD */
111 118
112#define BALSL_LOSS_CHANCE_RATIO 4 119#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 120#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 121#define BALSL_MAX_LOSS_RATIO 100
115 122
116 123
117/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 125 Simply the defaults. */
119 126
221/* This determine how many entries are stored in the kill log. You 228/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 229 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 230 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled. 231 * this feature is disabled.
225 */ 232 */
226/*
227#define PARTY_KILL_LOG 20 233#define PARTY_KILL_LOG 20
228*/
229 234
230/* Use permanent experience code? 235/* Use permanent experience code?
231 * This code allows players to build up a small amount of 'permanent 236 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as 237 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also 238 * death. This makes multiple frequent deaths less devastating, and also
667 * environment, you may want to set this to a higher value, so that 672 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters. 673 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5) 674 * This option should now work (Crossfire 0.90.5)
670 */ 675 */
671 676
672/*#define SAVE_INTERVAL 300*/ 677#define SAVE_INTERVAL 60
673 678
674/* 679/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 680 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 5000 with MAX_TIME set at 120,000 means that the player will be 681 * 5000 with MAX_TIME set at 120,000 means that the player will be
677 * saved every 10 minutes. Some effort should probably be made to 682 * saved every 10 minutes. Some effort should probably be made to
680 * may not be large enough to save all of them.) As it is now, it will 685 * may not be large enough to save all of them.) As it is now, it will
681 * just set the base tick of when they log on, which should keep the 686 * just set the base tick of when they log on, which should keep the
682 * saves pretty well spread out (in a fairly random fashion.) 687 * saves pretty well spread out (in a fairly random fashion.)
683 */ 688 */
684 689
685#define AUTOSAVE 5000 690#define AUTOSAVE 500
686 691
687/* Often, emergency save fails because the memory corruption that caused 692/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 693 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does 694 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5). 695 * prevent emergency saves now (Version 0.90.5).

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