ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/lib/settings
Revision: 1.11
Committed: Thu Oct 15 21:40:42 2009 UTC (14 years, 7 months ago) by root
Branch: MAIN
CVS Tags: rel-2_82, rel-2_90, rel-2_92, rel-2_93
Changes since 1.10: +0 -7 lines
Log Message:
cleanups

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