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/cvs/deliantra/server/lib/settings
Revision: 1.1
Committed: Fri Feb 3 07:14:13 2006 UTC (18 years, 3 months ago) by root
Branch: MAIN
Branch point for: UPSTREAM
Log Message:
Initial revision

File Contents

# User Rev Content
1 root 1.1 # This file is used various system settings. It removes the need for
2     # some config.h files. Format is:
3     # variable<space>value which can have spaces
4     #
5     # Lines starting with # are comments.
6     #
7     # Some fields may be numeric, other string. The program will skip over
8     # spaces after the setting.
9     #
10    
11     # metaserver values.
12     # notification on/off controls the notification to the metaserver.
13     # server and port is the metaserver host and port to connect to.
14     # comment is sent to the metaserver. It can be specific settings to on
15     # the server, play behaviour, etc.
16     # host is the name of this host as we should report it to the metaserver
17    
18     metaserver_notification off
19     metaserver_server crossfire.real-time.com
20     metaserver_host put.your.hostname.here
21     metaserver_port 13326
22     metaserver_comment Put a comment here.
23    
24     # values for the new big worldmap, and weather. Only use if you are using the
25     # new bigmap.
26     #
27    
28     worldmapstartx 100
29     worldmapstarty 100
30     worldmaptilesx 30
31     worldmaptilesy 30
32     worldmaptilesizex 50
33     worldmaptilesizey 50
34    
35     # dynamiclevel sets the level of change on the worldmaps, this should be 0
36     # unless you are using bigworld maps (or set up the above values properly for your maps)
37     # and want to run weather. Differnet values increase the amount of dynamism from
38     # weather to growth to erosion. (see documents for more info).
39     # If dynamiclevel is not 0, first run of the server will generate the weather maps
40     # which could be a lenghtly process.
41    
42     dynamiclevel 0
43     fastclock 0
44    
45     # item_power_factor is the relation of how the players equipped item_power
46     # total relates to there overall level. If 1.0, then sum of the characters
47     # equipped item's item_power can not be greater than their overall level.
48     # if 2.0, then that sum can not exceed twice the character overall level.
49     # by setting this to a high enough value, you can effectively disable
50     # the item_power code.
51    
52     item_power_factor 1.0
53    
54     # Sets the output format for the who command. This is what a player will see
55     # about all the other players on the server when they type 'who' The string
56     # has escapes that are filled with the relevant values for each character.
57     # Currently the following escapes are supported:
58     #
59     # %N Name of character
60     # %t title of character
61     # %T the optional "the " sequence value (appended only if player has no own_title)
62     # %c count of the player (for dumping/patching)
63     # %n newline
64     # %h [Hostile] if character is hostile, nothing otherwise
65     # %d [WIZ] if character is a dm, nothing otherwise
66     # %a [AFK] if character is afk, nothing otherwise
67     # %l the level of the character
68     # %m the map path the character is currently on
69     # %M the map name of the map the character is currently on
70     # %r the short region name (as shown by mapinfo)
71     # %R the formal region title.(as shown by whereami)
72     # %i player's ip adress
73     # %% a literal %
74     # %_ a literal underscore
75     #
76     # an underscore that is not escaped gives a space (or you can use a real space
77     # if you prefer)
78     # who_wiz_format is the same but for those with dm powers
79    
80     who_format %N %T%t%h%d%n[%m]
81     who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c)
82    
83     # See notes for most of thse in include/config.h
84    
85     # dm_mail your_email@addr.here
86    
87     # Makes death non permanent. If enabled and you die, you lose a bunch of
88     # exp, a random stat, and go back to starting town.
89     # If not defined, if you die, you are dead. If an a multiplayer server,
90     # resurrection may be possible
91     #
92     # This option changes the game significantly one way or the other - it makes
93     # adventuring right at the edge of death something more reasonable to do
94     # (death still hurts here). On the other hand, it certainly makes the
95     # game a bit safer and easier.
96     # not_permadeth true
97    
98     # define resurrection if you want to let players bring other players
99     # back to life via some spells. If resurrection is undefined, then a
100     # death is permanent. NOTE: resurrection (either defined or undefined)
101     # has no meaning if not_permadeth is true.
102    
103     resurrection false
104    
105     # set the following if you wish to allow players to set their title
106     # and to save it on the disk. There really isn't much reason not
107     # allow players to set this.
108    
109     set_title true
110    
111    
112     # Enables the 'search-item command; a method to find equipment
113     # in shops. Like set_title, probably no reason to ever disable this.
114    
115     search_items true
116    
117     # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
118     # you have a chance of fumbling your spellcasting with this on. More
119     # armors/weapons, higher chance of failure. If this is false, then
120     # you can basically always cast a spell, no matter what you are wearing.
121    
122     spell_encumbrance true
123    
124     # spell_failure_effects only has meaing if spell_encumbrance is true.
125     # What it does, is that when the player fails a spell, various effects
126     # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
127     # I disabled it because I think it would make life much too hazardous
128     # for low level casters. They either need to wear light armor (which
129     # means that they will get pounded on by monsters), or will get
130     # confused/paralyzed/other effects often. High level casters would
131     # be mostly unaffected, since they would be casting spells that are
132     # below their level.
133     # Note- it seems that you still get some failur effects even with this
134     # not defined - most notably when reading scrolls and fail to read
135     # them properly.
136     #
137    
138     spell_failure_effects false
139    
140     # casting times for spells, if you have this defined then it takes a
141     # specific amount of time for a spell to go off. You may attack or
142     # be hit during this time, and this will cause you to lose the spell.
143     # I commented this out on my copy - I don't like the 'double clutch'
144     # needed to cast it (first direction key starts casting, the
145     # next actually puts the spell into effect.) It could perhaps
146     # be changed so that the initial direction is where it goes, and it
147     # is cast automatically in that direction (so only 1 key is needed.)
148     # But this could be undesirable as various things move while you cast it.
149     # this also slows down the rate you can cast spells considerably.
150    
151     casting_time false
152    
153     # Name of the motd file - really no reason to change this.
154     motd motd
155    
156     # Calling this real_Wiz is probably not really good. Something like
157     # mud_wiz might be a better name.
158     #
159     # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
160     # are not set - instead, wizard created/manipulated objects appear as
161     # normal objects. This makes the wizard a little more mudlike, since
162     # manipulated items will be usable by normal players.
163    
164     real_wiz true
165    
166     # Set this if you want the temporary maps to be saved and reused across
167     # crossfire runs. This can be especially useful for single player
168     # servers, but even holds use for multiplayer servers - you can
169     # restart a public server, and not have all the maps reset
170     # The file temp_maps is updated each time a temp map is updated.
171     # Note that the file used to store this information is stored in
172     # the LIB directory. Running multiple crossfires with the same LIB
173     # directory will cause serious problems, simply because in order for
174     # this to really work, the filename must be constant so the next run
175     # knows where to find the information.
176    
177     recycle_tmp_maps false
178    
179     # spellpoint_level_depend -- Causes the spellpoint cost
180     # of spells to vary with their power. Spells that become very
181     # powerful at high level cost more. The damage/time of
182     # characters increases though.
183    
184     spellpoint_level_depend true
185    
186     # This should only be set on private single player servers - basically,
187     # it lets you wander around with no penalty if you die, but otherwise
188     # doesn't give any extra powers, like the wiz has. If in explore
189     # mode, your characters score is not recorded. However, to prevent
190     # abuses, if in explore mode, no other players can join (as they
191     # would not be in explore mode, so they could be abused by a player
192     # in explore mode.
193    
194     explore_mode false
195    
196     # Set this to false if you don't want characters to loose a random stat when
197     # they die - instead, they just get depleted.
198     # Setting it to true keeps the old behaviour. This can be
199     # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
200    
201     stat_loss_on_death false
202    
203     # This makes repeated stat loss at lower levels more mercifull. Basically,
204     # the more stats you have lost, the less likely that
205     # you will lose more. Additionally, lower level characters are shown
206     # a lot more mercy (there are caps on how much of a stat you can lose too).
207     # On the nasty side, if you are higher level, you can lose mutiple stats
208     # _at_once_ and are shown less mercy when you die. But when you're higher
209     # level, it is much easier to buy back your stats with potions.
210     # Turn this on if you want death-based stat loss to be more merciful
211     # at low levels and more cruel at high levels.
212     # Only works when stats are depleted rather than lost. This option has
213     # no effect if you are using genuine stat loss.
214    
215     balanced_stat_loss false
216    
217     # This allows players to build up a small amount of 'permanent
218     # experience' which reduces the effect of large experience drains, such as
219     # death. This makes multiple frequent deaths less devastating, and also
220     # ensures that any character will make some gradual progress even if they
221     # die all of the time.
222     # A nice option if your keep dying due to massive client/server lags despite
223     # playing well... or you like to swim well outside of your depth. :)
224    
225     use_permanent_experience false
226    
227     # This is the penalty to luck that is given to a player who kills another
228     # player (PK's). The value here is deducted from their luck value, so set this
229     # high to discourage PK-ing and zero (or negative) to encourage it.
230     # Range is limited to -100 to 100, since this is the value range that the luck
231     # stat can be within.
232    
233     pk_luck_penalty 1
234    
235     # This allows reduced damage against other players when in
236     # peaceful mode. The value is the percent of damage done
237     # compared to normal. This does not change damage done
238     # by not targeted things like walls, explosions, cone spells, disease, poison...
239    
240     set_friendly_fire 5
241    
242     # This deals with armor enchantment.
243     #
244     # armor_max_enchant: maximum enchantments an armor will take.
245     # default: 5
246     #
247     # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
248     # * when armor_weight_linear is TRUE, armor weight is
249     # 'base weight - armor enchantment * armor_weight_reduction'
250     # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
251     # per enchantment.
252     #
253     # example:
254     # * with 10 and TRUE, if armor base weight is 100, it'll become:
255     # 100 -> 90 -> 80 -> 70 -> 60 -> ...
256     # * with 10 and FALSE, it'll be:
257     # 100 -> 90 -> 81 -> 73 -> 66 -> ...
258     #
259     # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
260     #
261     # default values: 10 and TRUE.
262     #
263     # armor_speed_improvement and armor_speed_linear do the same for speed increase.
264     # default values: 10 and TRUE
265    
266     #armor_max_enchant 5
267     #armor_weight_reduction 10
268     #armor_weight_linear TRUE
269     #armor_speed_improvement 10
270     #armor_speed_linear TRUE
271    
272     # disable stealing from other players, if you wish to enable stealing from other players
273     # then replace the below with: no_player_stealing FALSE
274     no_player_stealing TRUE