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Comparing deliantra/server/include/config.h (file contents):
Revision 1.67 by root, Wed Nov 16 23:42:00 2016 UTC vs.
Revision 1.68 by root, Sun Jan 29 02:47:04 2017 UTC

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.
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
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

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