--- deliantra/server/include/config.h 2006/03/15 14:25:47 1.8 +++ deliantra/server/include/config.h 2006/03/15 15:35:50 1.9 @@ -125,7 +125,9 @@ Simply the defaults. */ #define BALANCED_STAT_LOSS FALSE -#define USE_PERMANENT_EXPERIENCE FALSE +#define PERMANENT_EXPERIENCE_RATIO 25 +#define DEATH_PENALTY_RATIO 20 +#define DEATH_PENALTY_LEVEL 3 #define SET_TITLE TRUE #define SIMPLE_EXP TRUE #define SPELLPOINT_LEVEL_DEPEND TRUE @@ -232,29 +234,21 @@ */ #define PARTY_KILL_LOG 20 -/* Use permanent experience code? - * This code allows players to build up a small amount of 'permanent - * experience' which reduces the effect of large experience drains, such as - * death. This makes multiple frequent deaths less devastating, and also - * ensures that any character will make some gradual progress even if they - * die all of the time. - * A nice option if your keep dying due to massive client/server lags despite - * playing well... or you like to swim well outside of your depth. :) - * - * The PERM_EXP values adjust the behaviour of this option - if - * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it - * is on, the minimum ratio is the minimum amount of permanent exp relative - * to the total exp in the skill (ie, at a default of .25, if you had 100 - * experience, at least 25 of it would be permanent). The gain ratio - * is how much of experienced experience goes to the permanent value. - * This does not detract from total exp gain (ie, if you gained 100 exp, - * 100 would go to the skill total and 10 to the permanent value). - * the loss ratio is the maximum amount of experience that can be lost - * in any one hit - this is calculated as total exp - perm exp * loss ratio. +/* + * The PERM_EXP values adjust the behaviour of permenent experience. - if + * the setting permanent_experience_percentage is zero, these values have + * no meaning. The value in the settings file is the percentage of the + * experience that is permenent, the rest could be lost on death. When dying, + * the greatest amount of non-permenent exp it is possible to lose at one time + * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as + * total exp - perm exp * loss ratio. The gain ratio is how much of experienced + * experience goes to the permanent value. This does not detract from total + * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and + * 10 to the permanent value). * * A few thoughts on these default value (by MSW) * gain ratio is pretty much meaningless until exp has been lost, as until - * that poin, the minimum ratio will be used. + * that poin, the value in the settings file will be used. * It is also impossible for the exp to actually be reduced to the permanent * exp ratio - since the loss ratio is .5, it will just get closer and * closer. However, after about half a dozen hits, pretty much all the @@ -263,7 +257,6 @@ */ /* GD */ -#define PERM_EXP_MINIMUM_RATIO 0.25f #define PERM_EXP_GAIN_RATIO 0.10f #define PERM_EXP_MAX_LOSS_RATIO 0.50f