… | |
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33 | * |
33 | * |
34 | * prepare_weapon, improve_*: Allow characters to enchant their own |
34 | * prepare_weapon, improve_*: Allow characters to enchant their own |
35 | * weapons |
35 | * weapons |
36 | * ench_armour: Allow characters to enchant their armor. |
36 | * ench_armour: Allow characters to enchant their armor. |
37 | * |
37 | * |
38 | * In theory, most of the values here should just be defaults, and |
38 | * In theory, most of the values here should just be defaults, and |
39 | * everything here should just be selectable by different run time |
39 | * everything here should just be selectable by different run time |
40 | * flags However, for some things, that would just be too messy. |
40 | * flags However, for some things, that would just be too messy. |
41 | */ |
41 | */ |
42 | |
42 | |
43 | /* There are 4 main sections to this file- |
43 | /* There are 4 main sections to this file- |
… | |
… | |
93 | * The BALSL_.. values control this behaviour. |
93 | * The BALSL_.. values control this behaviour. |
94 | * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. |
94 | * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. |
95 | * the character level is divided by that value, and that is how many |
95 | * the character level is divided by that value, and that is how many |
96 | * stats are lost. |
96 | * stats are lost. |
97 | * |
97 | * |
98 | * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - |
98 | * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - |
99 | * basically, level/max_loss_ratio is the most a stat can be depleted. |
99 | * basically, level/max_loss_ratio is the most a stat can be depleted. |
100 | * |
100 | * |
101 | * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. |
101 | * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. |
102 | * The chance not to lose a stat is |
102 | * The chance not to lose a stat is |
103 | * depleteness^2 / (depletedness^2+ level/ratio). |
103 | * depleteness^2 / (depletedness^2+ level/ratio). |
104 | * ie, if the stats current depleted value is 2 and the character is level |
104 | * ie, if the stats current depleted value is 2 and the character is level |
105 | * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the |
105 | * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the |
106 | * level, the more likely it is a stat can get really depleted, but |
106 | * level, the more likely it is a stat can get really depleted, but |
107 | * this gets more offset as the stat gets more depleted. |
107 | * this gets more offset as the stat gets more depleted. |
… | |
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215 | */ |
215 | */ |
216 | #define PARTY_KILL_LOG 40 |
216 | #define PARTY_KILL_LOG 40 |
217 | |
217 | |
218 | /* |
218 | /* |
219 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
219 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
220 | * the setting permanent_experience_percentage is zero, these values have |
220 | * the setting permanent_experience_percentage is zero, these values have |
221 | * no meaning. The value in the settings file is the percentage of the |
221 | * no meaning. The value in the settings file is the percentage of the |
222 | * experience that is permenent, the rest could be lost on death. When dying, |
222 | * experience that is permenent, the rest could be lost on death. When dying, |
223 | * the greatest amount of non-permenent exp it is possible to lose at one time |
223 | * the greatest amount of non-permenent exp it is possible to lose at one time |
224 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
224 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
225 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
225 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
226 | * experience goes to the permanent value. This does not detract from total |
226 | * experience goes to the permanent value. This does not detract from total |
227 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
227 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
228 | * 10 to the permanent value). |
228 | * 10 to the permanent value). |
229 | * |
229 | * |
230 | * A few thoughts on these default value (by MSW) |
230 | * A few thoughts on these default value (by MSW) |
231 | * gain ratio is pretty much meaningless until exp has been lost, as until |
231 | * gain ratio is pretty much meaningless until exp has been lost, as until |
232 | * that poin, the value in the settings file will be used. |
232 | * that poin, the value in the settings file will be used. |
233 | * It is also impossible for the exp to actually be reduced to the permanent |
233 | * It is also impossible for the exp to actually be reduced to the permanent |
… | |
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301 | * storing backlogged messages for the client. This is not operating system |
301 | * storing backlogged messages for the client. This is not operating system |
302 | * buffers or the like. This amount is used per connection (client). |
302 | * buffers or the like. This amount is used per connection (client). |
303 | * This buffer is in addition to OS buffers, so it may not need to be very |
303 | * This buffer is in addition to OS buffers, so it may not need to be very |
304 | * large. When the OS buffer and this buffer is exhausted, the server |
304 | * large. When the OS buffer and this buffer is exhausted, the server |
305 | * will drop the client connection for falling too far behind. So if |
305 | * will drop the client connection for falling too far behind. So if |
306 | * you have very slow client connections, a larger value may be |
306 | * you have very slow client connections, a larger value may be |
307 | * warranted. |
307 | * warranted. |
308 | */ |
308 | */ |
309 | #define SOCKETBUFSIZE 256*1024 |
309 | #define SOCKETBUFSIZE 256*1024 |
310 | |
310 | |
311 | /* |
311 | /* |
312 | * Your tmp-directory should be large enough to hold the uncompressed |
312 | * Your tmp-directory should be large enough to hold the uncompressed |
313 | * map-files for all who are playing. Local to 'lib' directory. |
313 | * map-files for all who are playing. Local to 'lib' directory. |
314 | */ |
314 | */ |
315 | #define TMPDIR "tmp" |
315 | #define TMPDIR "tmp" |
316 | |
316 | |
317 | /* Directory to use for unique items. This is placed into the 'lib' |
317 | /* Directory to use for unique items. This is placed into the 'lib' |
318 | * directory. Changing this will cause any old unique items file |
318 | * directory. Changing this will cause any old unique items file |
319 | * not to be used. |
319 | * not to be used. |
320 | */ |
320 | */ |
321 | #define UNIQUE_DIR "unique-items" |
321 | #define UNIQUE_DIR "unique-items" |
322 | |
322 | |