--- deliantra/server/lib/settings 2006/02/03 07:14:13 1.1 +++ deliantra/server/lib/settings 2007/11/10 22:41:59 1.10 @@ -8,19 +8,6 @@ # spaces after the setting. # -# metaserver values. -# notification on/off controls the notification to the metaserver. -# server and port is the metaserver host and port to connect to. -# comment is sent to the metaserver. It can be specific settings to on -# the server, play behaviour, etc. -# host is the name of this host as we should report it to the metaserver - -metaserver_notification off -metaserver_server crossfire.real-time.com -metaserver_host put.your.hostname.here -metaserver_port 13326 -metaserver_comment Put a comment here. - # values for the new big worldmap, and weather. Only use if you are using the # new bigmap. # @@ -37,7 +24,7 @@ # and want to run weather. Differnet values increase the amount of dynamism from # weather to growth to erosion. (see documents for more info). # If dynamiclevel is not 0, first run of the server will generate the weather maps -# which could be a lenghtly process. +# which could be a lengthy process. dynamiclevel 0 fastclock 0 @@ -51,36 +38,7 @@ item_power_factor 1.0 -# Sets the output format for the who command. This is what a player will see -# about all the other players on the server when they type 'who' The string -# has escapes that are filled with the relevant values for each character. -# Currently the following escapes are supported: -# -# %N Name of character -# %t title of character -# %T the optional "the " sequence value (appended only if player has no own_title) -# %c count of the player (for dumping/patching) -# %n newline -# %h [Hostile] if character is hostile, nothing otherwise -# %d [WIZ] if character is a dm, nothing otherwise -# %a [AFK] if character is afk, nothing otherwise -# %l the level of the character -# %m the map path the character is currently on -# %M the map name of the map the character is currently on -# %r the short region name (as shown by mapinfo) -# %R the formal region title.(as shown by whereami) -# %i player's ip adress -# %% a literal % -# %_ a literal underscore -# -# an underscore that is not escaped gives a space (or you can use a real space -# if you prefer) -# who_wiz_format is the same but for those with dm powers - -who_format %N %T%t%h%d%n[%m] -who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) - -# See notes for most of thse in include/config.h +# See notes for most of these in include/config.h # dm_mail your_email@addr.here @@ -121,7 +79,7 @@ spell_encumbrance true -# spell_failure_effects only has meaing if spell_encumbrance is true. +# spell_failure_effects only has meaning if spell_encumbrance is true. # What it does, is that when the player fails a spell, various effects # will happen (player is paralyzed, confused, wonder spell is cast, etc.) # I disabled it because I think it would make life much too hazardous @@ -130,52 +88,16 @@ # confused/paralyzed/other effects often. High level casters would # be mostly unaffected, since they would be casting spells that are # below their level. -# Note- it seems that you still get some failur effects even with this +# Note- it seems that you still get some failure effects even with this # not defined - most notably when reading scrolls and fail to read # them properly. # spell_failure_effects false -# casting times for spells, if you have this defined then it takes a -# specific amount of time for a spell to go off. You may attack or -# be hit during this time, and this will cause you to lose the spell. -# I commented this out on my copy - I don't like the 'double clutch' -# needed to cast it (first direction key starts casting, the -# next actually puts the spell into effect.) It could perhaps -# be changed so that the initial direction is where it goes, and it -# is cast automatically in that direction (so only 1 key is needed.) -# But this could be undesirable as various things move while you cast it. -# this also slows down the rate you can cast spells considerably. - -casting_time false - # Name of the motd file - really no reason to change this. motd motd -# Calling this real_Wiz is probably not really good. Something like -# mud_wiz might be a better name. -# -# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects -# are not set - instead, wizard created/manipulated objects appear as -# normal objects. This makes the wizard a little more mudlike, since -# manipulated items will be usable by normal players. - -real_wiz true - -# Set this if you want the temporary maps to be saved and reused across -# crossfire runs. This can be especially useful for single player -# servers, but even holds use for multiplayer servers - you can -# restart a public server, and not have all the maps reset -# The file temp_maps is updated each time a temp map is updated. -# Note that the file used to store this information is stored in -# the LIB directory. Running multiple crossfires with the same LIB -# directory will cause serious problems, simply because in order for -# this to really work, the filename must be constant so the next run -# knows where to find the information. - -recycle_tmp_maps false - # spellpoint_level_depend -- Causes the spellpoint cost # of spells to vary with their power. Spells that become very # powerful at high level cost more. The damage/time of @@ -200,11 +122,11 @@ stat_loss_on_death false -# This makes repeated stat loss at lower levels more mercifull. Basically, +# This makes repeated stat loss at lower levels more merciful. Basically, # the more stats you have lost, the less likely that # you will lose more. Additionally, lower level characters are shown # a lot more mercy (there are caps on how much of a stat you can lose too). -# On the nasty side, if you are higher level, you can lose mutiple stats +# On the nasty side, if you are higher level, you can lose multiple stats # _at_once_ and are shown less mercy when you die. But when you're higher # level, it is much easier to buy back your stats with potions. # Turn this on if you want death-based stat loss to be more merciful @@ -214,15 +136,26 @@ balanced_stat_loss false -# This allows players to build up a small amount of 'permanent -# experience' which reduces the effect of large experience drains, such as -# death. This makes multiple frequent deaths less devastating, and also -# ensures that any character will make some gradual progress even if they -# die all of the time. -# A nice option if your keep dying due to massive client/server lags despite -# playing well... or you like to swim well outside of your depth. :) +# This defines how much of a player's experience should be 'permanent' and +# not able to be lost on death. A high value makes multiple frequent deaths +# less devastating, and also ensures that any character will make some +# gradual progress even if they die all of the time. This value is the minimum +# amount of a player's exp that can ever be 'permanent' so setting this to 0 +# would allow all exp to be lost, and setting it to 100 would stop exp loss +# entirely (the same effect would be achieved by setting the two +# death_penalty settings below to 0). + +permanent_experience_percentage 25 + +# When a player dies, they lose a proportion of their experience, which is +# defined by the following two values. They will lose either +# death_penalty_percentage% of their experience, or no more than +# death_penalty_levels levels, or half of their non-permenent experience, +# whichever is the least of these. Note that this is calculated per-skill, +# so which method is used could vary for different skills. -use_permanent_experience false +death_penalty_percentage 20 +death_penalty_levels 3 # This is the penalty to luck that is given to a player who kills another # player (PK's). The value here is deducted from their luck value, so set this @@ -269,6 +202,5 @@ #armor_speed_improvement 10 #armor_speed_linear TRUE -# disable stealing from other players, if you wish to enable stealing from other players -# then replace the below with: no_player_stealing FALSE -no_player_stealing TRUE +# location of the log file +logfilename /var/log/deliantra/logfile