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 | |
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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 |
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122 | #define DEATH_PENALTY_RATIO 20 |
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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 |
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… | |
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 |
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232 | * experience' which reduces the effect of large experience drains, such as |
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233 | * death. This makes multiple frequent deaths less devastating, and also |
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234 | * ensures that any character will make some gradual progress even if they |
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235 | * die all of the time. |
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236 | * A nice option if your keep dying due to massive client/server lags despite |
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237 | * playing well... or you like to swim well outside of your depth. :) |
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238 | * |
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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 |
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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 |