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Revision: 1.10
Committed: Sat Nov 10 22:41:59 2007 UTC (16 years, 6 months ago) by root
Branch: MAIN
CVS Tags: rel-2_81, rel-2_80, rel-2_6, rel-2_7, rel-2_4, rel-2_5, rel-2_72, rel-2_73, rel-2_71, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_54, rel-2_55, rel-2_56, rel-2_79, rel-2_52, rel-2_53, rel-2_32, rel-2_78, rel-2_61, rel-2_43, rel-2_42, rel-2_41
Changes since 1.9: +1 -1 lines
Log Message:
*** empty log message ***

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     # values for the new big worldmap, and weather. Only use if you are using the
12     # new bigmap.
13     #
14    
15     worldmapstartx 100
16     worldmapstarty 100
17     worldmaptilesx 30
18     worldmaptilesy 30
19     worldmaptilesizex 50
20     worldmaptilesizey 50
21    
22     # dynamiclevel sets the level of change on the worldmaps, this should be 0
23     # unless you are using bigworld maps (or set up the above values properly for your maps)
24     # and want to run weather. Differnet values increase the amount of dynamism from
25     # weather to growth to erosion. (see documents for more info).
26     # If dynamiclevel is not 0, first run of the server will generate the weather maps
27 elmex 1.3 # which could be a lengthy process.
28 root 1.1
29     dynamiclevel 0
30     fastclock 0
31    
32     # item_power_factor is the relation of how the players equipped item_power
33     # total relates to there overall level. If 1.0, then sum of the characters
34     # equipped item's item_power can not be greater than their overall level.
35     # if 2.0, then that sum can not exceed twice the character overall level.
36     # by setting this to a high enough value, you can effectively disable
37     # the item_power code.
38    
39     item_power_factor 1.0
40    
41 elmex 1.3 # See notes for most of these in include/config.h
42 root 1.1
43     # dm_mail your_email@addr.here
44    
45     # Makes death non permanent. If enabled and you die, you lose a bunch of
46     # exp, a random stat, and go back to starting town.
47     # If not defined, if you die, you are dead. If an a multiplayer server,
48     # resurrection may be possible
49     #
50     # This option changes the game significantly one way or the other - it makes
51     # adventuring right at the edge of death something more reasonable to do
52     # (death still hurts here). On the other hand, it certainly makes the
53     # game a bit safer and easier.
54     # not_permadeth true
55    
56     # define resurrection if you want to let players bring other players
57     # back to life via some spells. If resurrection is undefined, then a
58     # death is permanent. NOTE: resurrection (either defined or undefined)
59     # has no meaning if not_permadeth is true.
60    
61     resurrection false
62    
63     # set the following if you wish to allow players to set their title
64     # and to save it on the disk. There really isn't much reason not
65     # allow players to set this.
66    
67     set_title true
68    
69    
70     # Enables the 'search-item command; a method to find equipment
71     # in shops. Like set_title, probably no reason to ever disable this.
72    
73     search_items true
74    
75     # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
76     # you have a chance of fumbling your spellcasting with this on. More
77     # armors/weapons, higher chance of failure. If this is false, then
78     # you can basically always cast a spell, no matter what you are wearing.
79    
80     spell_encumbrance true
81    
82 elmex 1.3 # spell_failure_effects only has meaning if spell_encumbrance is true.
83 root 1.1 # What it does, is that when the player fails a spell, various effects
84     # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
85     # I disabled it because I think it would make life much too hazardous
86     # for low level casters. They either need to wear light armor (which
87     # means that they will get pounded on by monsters), or will get
88     # confused/paralyzed/other effects often. High level casters would
89     # be mostly unaffected, since they would be casting spells that are
90     # below their level.
91 elmex 1.3 # Note- it seems that you still get some failure effects even with this
92 root 1.1 # not defined - most notably when reading scrolls and fail to read
93     # them properly.
94     #
95    
96     spell_failure_effects false
97    
98     # Name of the motd file - really no reason to change this.
99     motd motd
100    
101     # spellpoint_level_depend -- Causes the spellpoint cost
102     # of spells to vary with their power. Spells that become very
103     # powerful at high level cost more. The damage/time of
104     # characters increases though.
105    
106     spellpoint_level_depend true
107    
108     # This should only be set on private single player servers - basically,
109     # it lets you wander around with no penalty if you die, but otherwise
110     # doesn't give any extra powers, like the wiz has. If in explore
111     # mode, your characters score is not recorded. However, to prevent
112     # abuses, if in explore mode, no other players can join (as they
113     # would not be in explore mode, so they could be abused by a player
114     # in explore mode.
115    
116     explore_mode false
117    
118     # Set this to false if you don't want characters to loose a random stat when
119     # they die - instead, they just get depleted.
120     # Setting it to true keeps the old behaviour. This can be
121     # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
122    
123     stat_loss_on_death false
124    
125 elmex 1.3 # This makes repeated stat loss at lower levels more merciful. Basically,
126 root 1.1 # the more stats you have lost, the less likely that
127     # you will lose more. Additionally, lower level characters are shown
128     # a lot more mercy (there are caps on how much of a stat you can lose too).
129 elmex 1.3 # On the nasty side, if you are higher level, you can lose multiple stats
130 root 1.1 # _at_once_ and are shown less mercy when you die. But when you're higher
131     # level, it is much easier to buy back your stats with potions.
132     # Turn this on if you want death-based stat loss to be more merciful
133     # at low levels and more cruel at high levels.
134     # Only works when stats are depleted rather than lost. This option has
135     # no effect if you are using genuine stat loss.
136    
137     balanced_stat_loss false
138    
139 elmex 1.3 # This defines how much of a player's experience should be 'permanent' and
140     # not able to be lost on death. A high value makes multiple frequent deaths
141     # less devastating, and also ensures that any character will make some
142     # gradual progress even if they die all of the time. This value is the minimum
143     # amount of a player's exp that can ever be 'permanent' so setting this to 0
144     # would allow all exp to be lost, and setting it to 100 would stop exp loss
145     # entirely (the same effect would be achieved by setting the two
146     # death_penalty settings below to 0).
147    
148     permanent_experience_percentage 25
149    
150     # When a player dies, they lose a proportion of their experience, which is
151     # defined by the following two values. They will lose either
152     # death_penalty_percentage% of their experience, or no more than
153     # death_penalty_levels levels, or half of their non-permenent experience,
154     # whichever is the least of these. Note that this is calculated per-skill,
155     # so which method is used could vary for different skills.
156 root 1.1
157 elmex 1.3 death_penalty_percentage 20
158     death_penalty_levels 3
159 root 1.1
160     # This is the penalty to luck that is given to a player who kills another
161     # player (PK's). The value here is deducted from their luck value, so set this
162     # high to discourage PK-ing and zero (or negative) to encourage it.
163     # Range is limited to -100 to 100, since this is the value range that the luck
164     # stat can be within.
165    
166     pk_luck_penalty 1
167    
168     # This allows reduced damage against other players when in
169     # peaceful mode. The value is the percent of damage done
170     # compared to normal. This does not change damage done
171     # by not targeted things like walls, explosions, cone spells, disease, poison...
172    
173     set_friendly_fire 5
174    
175     # This deals with armor enchantment.
176     #
177     # armor_max_enchant: maximum enchantments an armor will take.
178     # default: 5
179     #
180     # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
181     # * when armor_weight_linear is TRUE, armor weight is
182     # 'base weight - armor enchantment * armor_weight_reduction'
183     # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
184     # per enchantment.
185     #
186     # example:
187     # * with 10 and TRUE, if armor base weight is 100, it'll become:
188     # 100 -> 90 -> 80 -> 70 -> 60 -> ...
189     # * with 10 and FALSE, it'll be:
190     # 100 -> 90 -> 81 -> 73 -> 66 -> ...
191     #
192     # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
193     #
194     # default values: 10 and TRUE.
195     #
196     # armor_speed_improvement and armor_speed_linear do the same for speed increase.
197     # default values: 10 and TRUE
198    
199     #armor_max_enchant 5
200     #armor_weight_reduction 10
201     #armor_weight_linear TRUE
202     #armor_speed_improvement 10
203     #armor_speed_linear TRUE
204    
205 pippijn 1.8 # location of the log file
206 root 1.10 logfilename /var/log/deliantra/logfile