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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.1.1.2 by elmex, Wed Mar 15 14:04:53 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1.1.1 2006/02/03 07:12:48 root Exp $"; 3 * "$Id: config.h,v 1.1.1.2 2006/03/15 14:04:53 elmex 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
116 116
117/* Don't edit these values. They are configured in lib/settings. These are 117/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 118 Simply the defaults. */
119 119
120#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 121#define PERMANENT_EXPERIENCE_RATIO 25
122#define DEATH_PENALTY_RATIO 20
123#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 124#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
225 */ 227 */
226/* 228/*
227#define PARTY_KILL_LOG 20 229#define PARTY_KILL_LOG 20
228*/ 230*/
229 231
230/* Use permanent experience code? 232/*
231 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also
234 * ensures that any character will make some gradual progress even if they
235 * die all of the time.
236 * A nice option if your keep dying due to massive client/server lags despite
237 * playing well... or you like to swim well outside of your depth. :)
238 *
239 * The PERM_EXP values adjust the behaviour of this option - if 233 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 234 * the setting permanent_experience_percentage is zero, these values have
241 * is on, the minimum ratio is the minimum amount of permanent exp relative 235 * no meaning. The value in the settings file is the percentage of the
242 * to the total exp in the skill (ie, at a default of .25, if you had 100 236 * experience that is permenent, the rest could be lost on death. When dying,
243 * experience, at least 25 of it would be permanent). The gain ratio 237 * the greatest amount of non-permenent exp it is possible to lose at one time
244 * is how much of experienced experience goes to the permanent value. 238 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
245 * This does not detract from total exp gain (ie, if you gained 100 exp, 239 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
246 * 100 would go to the skill total and 10 to the permanent value). 240 * experience goes to the permanent value. This does not detract from total
247 * the loss ratio is the maximum amount of experience that can be lost 241 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
248 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 242 * 10 to the permanent value).
249 * 243 *
250 * A few thoughts on these default value (by MSW) 244 * A few thoughts on these default value (by MSW)
251 * gain ratio is pretty much meaningless until exp has been lost, as until 245 * gain ratio is pretty much meaningless until exp has been lost, as until
252 * that poin, the minimum ratio will be used. 246 * that poin, the value in the settings file will be used.
253 * It is also impossible for the exp to actually be reduced to the permanent 247 * It is also impossible for the exp to actually be reduced to the permanent
254 * exp ratio - since the loss ratio is .5, it will just get closer and 248 * exp ratio - since the loss ratio is .5, it will just get closer and
255 * closer. However, after about half a dozen hits, pretty much all the 249 * closer. However, after about half a dozen hits, pretty much all the
256 * exp that can be lost has been lost, and after that, only minor loss 250 * exp that can be lost has been lost, and after that, only minor loss
257 * will occur. 251 * will occur.
258 */ 252 */
259/* GD */ 253/* GD */
260 254
261#define PERM_EXP_MINIMUM_RATIO 0.25f
262#define PERM_EXP_GAIN_RATIO 0.10f 255#define PERM_EXP_GAIN_RATIO 0.10f
263#define PERM_EXP_MAX_LOSS_RATIO 0.50f 256#define PERM_EXP_MAX_LOSS_RATIO 0.50f
264 257
265/* 258/*
266 * WATCHDOG lets sends datagrams to port 13325 on localhost 259 * WATCHDOG lets sends datagrams to port 13325 on localhost

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