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Comparing deliantra/server/include/config.h (file contents):
Revision 1.8 by root, Wed Mar 15 14:25:47 2006 UTC vs.
Revision 1.9 by elmex, Wed Mar 15 15:35:50 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.8 2006/03/15 14:25:47 root Exp $"; 3 * "$Id: config.h,v 1.9 2006/03/15 15:35:50 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
123 123
124/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
125 Simply the defaults. */ 125 Simply the defaults. */
126 126
127#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 131#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
230 * mean slower performance and more memory. IF this is not defined, then 232 * mean slower performance and more memory. IF this is not defined, then
231 * this feature is disabled. 233 * this feature is disabled.
232 */ 234 */
233#define PARTY_KILL_LOG 20 235#define PARTY_KILL_LOG 20
234 236
235/* Use permanent experience code? 237/*
236 * This code allows players to build up a small amount of 'permanent
237 * experience' which reduces the effect of large experience drains, such as
238 * death. This makes multiple frequent deaths less devastating, and also
239 * ensures that any character will make some gradual progress even if they
240 * die all of the time.
241 * A nice option if your keep dying due to massive client/server lags despite
242 * playing well... or you like to swim well outside of your depth. :)
243 *
244 * The PERM_EXP values adjust the behaviour of this option - if 238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 239 * the setting permanent_experience_percentage is zero, these values have
246 * is on, the minimum ratio is the minimum amount of permanent exp relative 240 * no meaning. The value in the settings file is the percentage of the
247 * to the total exp in the skill (ie, at a default of .25, if you had 100 241 * experience that is permenent, the rest could be lost on death. When dying,
248 * experience, at least 25 of it would be permanent). The gain ratio 242 * the greatest amount of non-permenent exp it is possible to lose at one time
249 * is how much of experienced experience goes to the permanent value. 243 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
250 * This does not detract from total exp gain (ie, if you gained 100 exp, 244 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
251 * 100 would go to the skill total and 10 to the permanent value). 245 * experience goes to the permanent value. This does not detract from total
252 * the loss ratio is the maximum amount of experience that can be lost 246 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
253 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 247 * 10 to the permanent value).
254 * 248 *
255 * A few thoughts on these default value (by MSW) 249 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until 250 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used. 251 * that poin, the value in the settings file will be used.
258 * It is also impossible for the exp to actually be reduced to the permanent 252 * It is also impossible for the exp to actually be reduced to the permanent
259 * exp ratio - since the loss ratio is .5, it will just get closer and 253 * exp ratio - since the loss ratio is .5, it will just get closer and
260 * closer. However, after about half a dozen hits, pretty much all the 254 * closer. However, after about half a dozen hits, pretty much all the
261 * exp that can be lost has been lost, and after that, only minor loss 255 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 256 * will occur.
263 */ 257 */
264/* GD */ 258/* GD */
265 259
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 260#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 261#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269 262
270/* 263/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost 264 * WATCHDOG lets sends datagrams to port 13325 on localhost

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