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5 | # Lines starting with # are comments. |
5 | # Lines starting with # are comments. |
6 | # |
6 | # |
7 | # Some fields may be numeric, other string. The program will skip over |
7 | # Some fields may be numeric, other string. The program will skip over |
8 | # spaces after the setting. |
8 | # spaces after the setting. |
9 | # |
9 | # |
10 | |
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11 | # metaserver values. |
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12 | # notification on/off controls the notification to the metaserver. |
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13 | # server and port is the metaserver host and port to connect to. |
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14 | # comment is sent to the metaserver. It can be specific settings to on |
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15 | # the server, play behaviour, etc. |
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16 | # host is the name of this host as we should report it to the metaserver |
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17 | |
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18 | metaserver_notification off |
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19 | metaserver_server crossfire.real-time.com |
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20 | metaserver_host put.your.hostname.here |
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21 | metaserver_port 13326 |
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22 | metaserver_comment Put a comment here. |
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23 | |
10 | |
24 | # values for the new big worldmap, and weather. Only use if you are using the |
11 | # values for the new big worldmap, and weather. Only use if you are using the |
25 | # new bigmap. |
12 | # new bigmap. |
26 | # |
13 | # |
27 | |
14 | |
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35 | # dynamiclevel sets the level of change on the worldmaps, this should be 0 |
22 | # 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) |
23 | # 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 |
24 | # and want to run weather. Differnet values increase the amount of dynamism from |
38 | # weather to growth to erosion. (see documents for more info). |
25 | # 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 |
26 | # If dynamiclevel is not 0, first run of the server will generate the weather maps |
40 | # which could be a lenghtly process. |
27 | # which could be a lengthy process. |
41 | |
28 | |
42 | dynamiclevel 0 |
29 | dynamiclevel 0 |
43 | fastclock 0 |
30 | fastclock 0 |
44 | |
31 | |
45 | # item_power_factor is the relation of how the players equipped item_power |
32 | # item_power_factor is the relation of how the players equipped item_power |
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49 | # by setting this to a high enough value, you can effectively disable |
36 | # by setting this to a high enough value, you can effectively disable |
50 | # the item_power code. |
37 | # the item_power code. |
51 | |
38 | |
52 | item_power_factor 1.0 |
39 | item_power_factor 1.0 |
53 | |
40 | |
54 | # Sets the output format for the who command. This is what a player will see |
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55 | # about all the other players on the server when they type 'who' The string |
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56 | # has escapes that are filled with the relevant values for each character. |
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57 | # Currently the following escapes are supported: |
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58 | # |
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59 | # %N Name of character |
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60 | # %t title of character |
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61 | # %T the optional "the " sequence value (appended only if player has no own_title) |
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62 | # %c count of the player (for dumping/patching) |
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63 | # %n newline |
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64 | # %h [Hostile] if character is hostile, nothing otherwise |
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65 | # %d [WIZ] if character is a dm, nothing otherwise |
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66 | # %a [AFK] if character is afk, nothing otherwise |
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67 | # %l the level of the character |
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68 | # %m the map path the character is currently on |
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69 | # %M the map name of the map the character is currently on |
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70 | # %r the short region name (as shown by mapinfo) |
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71 | # %R the formal region title.(as shown by whereami) |
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72 | # %i player's ip adress |
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73 | # %% a literal % |
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74 | # %_ a literal underscore |
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75 | # |
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76 | # an underscore that is not escaped gives a space (or you can use a real space |
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77 | # if you prefer) |
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78 | # who_wiz_format is the same but for those with dm powers |
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79 | |
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80 | who_format %N %T%t%h%d%n[%m] |
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81 | who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
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82 | |
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83 | # See notes for most of thse in include/config.h |
41 | # See notes for most of these in include/config.h |
84 | |
42 | |
85 | # dm_mail your_email@addr.here |
43 | # dm_mail your_email@addr.here |
86 | |
44 | |
87 | # Makes death non permanent. If enabled and you die, you lose a bunch of |
45 | # 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. |
46 | # exp, a random stat, and go back to starting town. |
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119 | # armors/weapons, higher chance of failure. If this is false, then |
77 | # 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. |
78 | # you can basically always cast a spell, no matter what you are wearing. |
121 | |
79 | |
122 | spell_encumbrance true |
80 | spell_encumbrance true |
123 | |
81 | |
124 | # spell_failure_effects only has meaing if spell_encumbrance is true. |
82 | # spell_failure_effects only has meaning if spell_encumbrance is true. |
125 | # What it does, is that when the player fails a spell, various effects |
83 | # 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.) |
84 | # 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 |
85 | # 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 |
86 | # 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 |
87 | # means that they will get pounded on by monsters), or will get |
130 | # confused/paralyzed/other effects often. High level casters would |
88 | # confused/paralyzed/other effects often. High level casters would |
131 | # be mostly unaffected, since they would be casting spells that are |
89 | # be mostly unaffected, since they would be casting spells that are |
132 | # below their level. |
90 | # below their level. |
133 | # Note- it seems that you still get some failur effects even with this |
91 | # Note- it seems that you still get some failure effects even with this |
134 | # not defined - most notably when reading scrolls and fail to read |
92 | # not defined - most notably when reading scrolls and fail to read |
135 | # them properly. |
93 | # them properly. |
136 | # |
94 | # |
137 | |
95 | |
138 | spell_failure_effects false |
96 | spell_failure_effects false |
139 | |
97 | |
140 | # casting times for spells, if you have this defined then it takes a |
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141 | # specific amount of time for a spell to go off. You may attack or |
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142 | # be hit during this time, and this will cause you to lose the spell. |
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143 | # I commented this out on my copy - I don't like the 'double clutch' |
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144 | # needed to cast it (first direction key starts casting, the |
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145 | # next actually puts the spell into effect.) It could perhaps |
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146 | # be changed so that the initial direction is where it goes, and it |
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147 | # is cast automatically in that direction (so only 1 key is needed.) |
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148 | # But this could be undesirable as various things move while you cast it. |
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149 | # this also slows down the rate you can cast spells considerably. |
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150 | |
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151 | casting_time false |
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152 | |
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153 | # Name of the motd file - really no reason to change this. |
98 | # Name of the motd file - really no reason to change this. |
154 | motd motd |
99 | motd motd |
155 | |
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156 | # Calling this real_Wiz is probably not really good. Something like |
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157 | # mud_wiz might be a better name. |
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158 | # |
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159 | # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects |
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160 | # are not set - instead, wizard created/manipulated objects appear as |
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161 | # normal objects. This makes the wizard a little more mudlike, since |
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162 | # manipulated items will be usable by normal players. |
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163 | |
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164 | real_wiz true |
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165 | |
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166 | # Set this if you want the temporary maps to be saved and reused across |
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167 | # crossfire runs. This can be especially useful for single player |
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168 | # servers, but even holds use for multiplayer servers - you can |
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169 | # restart a public server, and not have all the maps reset |
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170 | # The file temp_maps is updated each time a temp map is updated. |
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171 | # Note that the file used to store this information is stored in |
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172 | # the LIB directory. Running multiple crossfires with the same LIB |
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173 | # directory will cause serious problems, simply because in order for |
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174 | # this to really work, the filename must be constant so the next run |
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175 | # knows where to find the information. |
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176 | |
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177 | recycle_tmp_maps false |
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178 | |
100 | |
179 | # spellpoint_level_depend -- Causes the spellpoint cost |
101 | # spellpoint_level_depend -- Causes the spellpoint cost |
180 | # of spells to vary with their power. Spells that become very |
102 | # of spells to vary with their power. Spells that become very |
181 | # powerful at high level cost more. The damage/time of |
103 | # powerful at high level cost more. The damage/time of |
182 | # characters increases though. |
104 | # characters increases though. |
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198 | # Setting it to true keeps the old behaviour. This can be |
120 | # 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. |
121 | # changed at run time via -stat_loss_on_death or +stat_loss_on_death. |
200 | |
122 | |
201 | stat_loss_on_death false |
123 | stat_loss_on_death false |
202 | |
124 | |
203 | # This makes repeated stat loss at lower levels more mercifull. Basically, |
125 | # This makes repeated stat loss at lower levels more merciful. Basically, |
204 | # the more stats you have lost, the less likely that |
126 | # the more stats you have lost, the less likely that |
205 | # you will lose more. Additionally, lower level characters are shown |
127 | # 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). |
128 | # 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 |
129 | # On the nasty side, if you are higher level, you can lose multiple stats |
208 | # _at_once_ and are shown less mercy when you die. But when you're higher |
130 | # _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. |
131 | # 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 |
132 | # Turn this on if you want death-based stat loss to be more merciful |
211 | # at low levels and more cruel at high levels. |
133 | # at low levels and more cruel at high levels. |
212 | # Only works when stats are depleted rather than lost. This option has |
134 | # Only works when stats are depleted rather than lost. This option has |
213 | # no effect if you are using genuine stat loss. |
135 | # no effect if you are using genuine stat loss. |
214 | |
136 | |
215 | balanced_stat_loss false |
137 | balanced_stat_loss false |
216 | |
138 | |
217 | # This allows players to build up a small amount of 'permanent |
139 | # This defines how much of a player's experience should be 'permanent' and |
218 | # experience' which reduces the effect of large experience drains, such as |
140 | # not able to be lost on death. A high value makes multiple frequent deaths |
219 | # death. This makes multiple frequent deaths less devastating, and also |
141 | # less devastating, and also ensures that any character will make some |
220 | # ensures that any character will make some gradual progress even if they |
142 | # gradual progress even if they die all of the time. This value is the minimum |
221 | # die all of the time. |
143 | # amount of a player's exp that can ever be 'permanent' so setting this to 0 |
222 | # A nice option if your keep dying due to massive client/server lags despite |
144 | # would allow all exp to be lost, and setting it to 100 would stop exp loss |
223 | # playing well... or you like to swim well outside of your depth. :) |
145 | # entirely (the same effect would be achieved by setting the two |
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146 | # death_penalty settings below to 0). |
224 | |
147 | |
225 | use_permanent_experience true |
148 | permanent_experience_percentage 25 |
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149 | |
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150 | # When a player dies, they lose a proportion of their experience, which is |
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151 | # defined by the following two values. They will lose either |
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152 | # death_penalty_percentage% of their experience, or no more than |
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153 | # death_penalty_levels levels, or half of their non-permenent experience, |
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154 | # whichever is the least of these. Note that this is calculated per-skill, |
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155 | # so which method is used could vary for different skills. |
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156 | |
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157 | death_penalty_percentage 20 |
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158 | death_penalty_levels 3 |
226 | |
159 | |
227 | # This is the penalty to luck that is given to a player who kills another |
160 | # 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 |
161 | # 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. |
162 | # 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 |
163 | # Range is limited to -100 to 100, since this is the value range that the luck |
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267 | #armor_weight_reduction 10 |
200 | #armor_weight_reduction 10 |
268 | #armor_weight_linear TRUE |
201 | #armor_weight_linear TRUE |
269 | #armor_speed_improvement 10 |
202 | #armor_speed_improvement 10 |
270 | #armor_speed_linear TRUE |
203 | #armor_speed_linear TRUE |
271 | |
204 | |
272 | # disable stealing from other players, if you wish to enable stealing from other players |
205 | # location of the log file |
273 | # then replace the below with: no_player_stealing FALSE |
206 | logfilename /var/log/deliantra/logfile |
274 | no_player_stealing TRUE |
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