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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 1.3 by root, Thu Feb 9 02:11:26 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 1.3 2006/02/09 02:11:26 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.
83 */
84#define COZY_SERVER 1
79 85
80/* Use balanced stat loss code? 86/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 87 * 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 88 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 113 * this gets more offset as the stat gets more depleted.
108 * 114 *
109 */ 115 */
110/* GD */ 116/* GD */
111 117
112#define BALSL_LOSS_CHANCE_RATIO 4 118#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 119#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 120#define BALSL_MAX_LOSS_RATIO 100
115 121
116 122
117/* Don't edit these values. They are configured in lib/settings. These are 123/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 124 Simply the defaults. */
119 125
221/* This determine how many entries are stored in the kill log. You 227/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 228 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 229 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled. 230 * this feature is disabled.
225 */ 231 */
226/*
227#define PARTY_KILL_LOG 20 232#define PARTY_KILL_LOG 20
228*/
229 233
230/* Use permanent experience code? 234/* Use permanent experience code?
231 * This code allows players to build up a small amount of 'permanent 235 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as 236 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also 237 * death. This makes multiple frequent deaths less devastating, and also
667 * environment, you may want to set this to a higher value, so that 671 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters. 672 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5) 673 * This option should now work (Crossfire 0.90.5)
670 */ 674 */
671 675
672/*#define SAVE_INTERVAL 300*/ 676#define SAVE_INTERVAL 60
673 677
674/* 678/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 679 * 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 680 * 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 681 * 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 684 * 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 685 * 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.) 686 * saves pretty well spread out (in a fairly random fashion.)
683 */ 687 */
684 688
685#define AUTOSAVE 5000 689#define AUTOSAVE 500
686 690
687/* Often, emergency save fails because the memory corruption that caused 691/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does 693 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5). 694 * prevent emergency saves now (Version 0.90.5).

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