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Revision: 1.12
Committed: Thu Apr 15 22:03:23 2010 UTC (14 years, 1 month ago) by root
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.11: +1 -34 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     # item_power_factor is the relation of how the players equipped item_power
12     # total relates to there overall level. If 1.0, then sum of the characters
13     # equipped item's item_power can not be greater than their overall level.
14     # if 2.0, then that sum can not exceed twice the character overall level.
15     # by setting this to a high enough value, you can effectively disable
16     # the item_power code.
17    
18 root 1.12 item_power_factor 1.25
19 root 1.1
20     # Makes death non permanent. If enabled and you die, you lose a bunch of
21     # exp, a random stat, and go back to starting town.
22     # If not defined, if you die, you are dead. If an a multiplayer server,
23     # resurrection may be possible
24     #
25     # This option changes the game significantly one way or the other - it makes
26     # adventuring right at the edge of death something more reasonable to do
27     # (death still hurts here). On the other hand, it certainly makes the
28     # game a bit safer and easier.
29     # not_permadeth true
30    
31     # define resurrection if you want to let players bring other players
32     # back to life via some spells. If resurrection is undefined, then a
33     # death is permanent. NOTE: resurrection (either defined or undefined)
34     # has no meaning if not_permadeth is true.
35    
36     resurrection false
37    
38     # set the following if you wish to allow players to set their title
39     # and to save it on the disk. There really isn't much reason not
40     # allow players to set this.
41    
42     set_title true
43    
44    
45     # Enables the 'search-item command; a method to find equipment
46     # in shops. Like set_title, probably no reason to ever disable this.
47    
48     search_items true
49    
50     # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
51     # you have a chance of fumbling your spellcasting with this on. More
52     # armors/weapons, higher chance of failure. If this is false, then
53     # you can basically always cast a spell, no matter what you are wearing.
54    
55     spell_encumbrance true
56    
57 elmex 1.3 # spell_failure_effects only has meaning if spell_encumbrance is true.
58 root 1.1 # What it does, is that when the player fails a spell, various effects
59     # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
60     # I disabled it because I think it would make life much too hazardous
61     # for low level casters. They either need to wear light armor (which
62     # means that they will get pounded on by monsters), or will get
63     # confused/paralyzed/other effects often. High level casters would
64     # be mostly unaffected, since they would be casting spells that are
65     # below their level.
66 elmex 1.3 # Note- it seems that you still get some failure effects even with this
67 root 1.1 # not defined - most notably when reading scrolls and fail to read
68     # them properly.
69     #
70    
71     spell_failure_effects false
72    
73     # spellpoint_level_depend -- Causes the spellpoint cost
74     # of spells to vary with their power. Spells that become very
75     # powerful at high level cost more. The damage/time of
76     # characters increases though.
77    
78     spellpoint_level_depend true
79    
80     # Set this to false if you don't want characters to loose a random stat when
81     # they die - instead, they just get depleted.
82     # Setting it to true keeps the old behaviour. This can be
83     # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
84    
85     stat_loss_on_death false
86    
87 elmex 1.3 # This makes repeated stat loss at lower levels more merciful. Basically,
88 root 1.1 # the more stats you have lost, the less likely that
89     # you will lose more. Additionally, lower level characters are shown
90     # a lot more mercy (there are caps on how much of a stat you can lose too).
91 elmex 1.3 # On the nasty side, if you are higher level, you can lose multiple stats
92 root 1.1 # _at_once_ and are shown less mercy when you die. But when you're higher
93     # level, it is much easier to buy back your stats with potions.
94     # Turn this on if you want death-based stat loss to be more merciful
95     # at low levels and more cruel at high levels.
96     # Only works when stats are depleted rather than lost. This option has
97     # no effect if you are using genuine stat loss.
98    
99     balanced_stat_loss false
100    
101 elmex 1.3 # This defines how much of a player's experience should be 'permanent' and
102     # not able to be lost on death. A high value makes multiple frequent deaths
103     # less devastating, and also ensures that any character will make some
104     # gradual progress even if they die all of the time. This value is the minimum
105     # amount of a player's exp that can ever be 'permanent' so setting this to 0
106     # would allow all exp to be lost, and setting it to 100 would stop exp loss
107     # entirely (the same effect would be achieved by setting the two
108     # death_penalty settings below to 0).
109    
110     permanent_experience_percentage 25
111    
112     # When a player dies, they lose a proportion of their experience, which is
113     # defined by the following two values. They will lose either
114     # death_penalty_percentage% of their experience, or no more than
115     # death_penalty_levels levels, or half of their non-permenent experience,
116     # whichever is the least of these. Note that this is calculated per-skill,
117     # so which method is used could vary for different skills.
118 root 1.1
119 elmex 1.3 death_penalty_percentage 20
120     death_penalty_levels 3
121 root 1.1
122     # This is the penalty to luck that is given to a player who kills another
123     # player (PK's). The value here is deducted from their luck value, so set this
124     # high to discourage PK-ing and zero (or negative) to encourage it.
125     # Range is limited to -100 to 100, since this is the value range that the luck
126     # stat can be within.
127    
128     pk_luck_penalty 1
129    
130     # This allows reduced damage against other players when in
131     # peaceful mode. The value is the percent of damage done
132     # compared to normal. This does not change damage done
133     # by not targeted things like walls, explosions, cone spells, disease, poison...
134    
135     set_friendly_fire 5
136    
137     # This deals with armor enchantment.
138     #
139     # armor_max_enchant: maximum enchantments an armor will take.
140     # default: 5
141     #
142     # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
143     # * when armor_weight_linear is TRUE, armor weight is
144     # 'base weight - armor enchantment * armor_weight_reduction'
145     # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
146     # per enchantment.
147     #
148     # example:
149     # * with 10 and TRUE, if armor base weight is 100, it'll become:
150     # 100 -> 90 -> 80 -> 70 -> 60 -> ...
151     # * with 10 and FALSE, it'll be:
152     # 100 -> 90 -> 81 -> 73 -> 66 -> ...
153     #
154     # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
155     #
156     # default values: 10 and TRUE.
157     #
158     # armor_speed_improvement and armor_speed_linear do the same for speed increase.
159     # default values: 10 and TRUE
160    
161     #armor_max_enchant 5
162     #armor_weight_reduction 10
163     #armor_weight_linear TRUE
164     #armor_speed_improvement 10
165     #armor_speed_linear TRUE
166