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Comparing deliantra/server/lib/settings (file contents):
Revision 1.2 by pippijn, Mon Feb 6 22:49:13 2006 UTC vs.
Revision 1.10 by root, Sat Nov 10 22:41:59 2007 UTC

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
11# metaserver values.
12# notification on/off controls the notification to the metaserver.
13# server and port is the metaserver host and port to connect to.
14# comment is sent to the metaserver. It can be specific settings to on
15# the server, play behaviour, etc.
16# host is the name of this host as we should report it to the metaserver
17
18metaserver_notification off
19metaserver_server crossfire.real-time.com
20metaserver_host put.your.hostname.here
21metaserver_port 13326
22metaserver_comment Put a comment here.
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
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
42dynamiclevel 0 29dynamiclevel 0
43fastclock 0 30fastclock 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
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
52item_power_factor 1.0 39item_power_factor 1.0
53 40
54# Sets the output format for the who command. This is what a player will see
55# about all the other players on the server when they type 'who' The string
56# has escapes that are filled with the relevant values for each character.
57# Currently the following escapes are supported:
58#
59# %N Name of character
60# %t title of character
61# %T the optional "the " sequence value (appended only if player has no own_title)
62# %c count of the player (for dumping/patching)
63# %n newline
64# %h [Hostile] if character is hostile, nothing otherwise
65# %d [WIZ] if character is a dm, nothing otherwise
66# %a [AFK] if character is afk, nothing otherwise
67# %l the level of the character
68# %m the map path the character is currently on
69# %M the map name of the map the character is currently on
70# %r the short region name (as shown by mapinfo)
71# %R the formal region title.(as shown by whereami)
72# %i player's ip adress
73# %% a literal %
74# %_ a literal underscore
75#
76# an underscore that is not escaped gives a space (or you can use a real space
77# if you prefer)
78# who_wiz_format is the same but for those with dm powers
79
80who_format %N %T%t%h%d%n[%m]
81who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c)
82
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.
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
122spell_encumbrance true 80spell_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
138spell_failure_effects false 96spell_failure_effects false
139 97
140# casting times for spells, if you have this defined then it takes a
141# specific amount of time for a spell to go off. You may attack or
142# be hit during this time, and this will cause you to lose the spell.
143# I commented this out on my copy - I don't like the 'double clutch'
144# needed to cast it (first direction key starts casting, the
145# next actually puts the spell into effect.) It could perhaps
146# be changed so that the initial direction is where it goes, and it
147# is cast automatically in that direction (so only 1 key is needed.)
148# But this could be undesirable as various things move while you cast it.
149# this also slows down the rate you can cast spells considerably.
150
151casting_time false
152
153# Name of the motd file - really no reason to change this. 98# Name of the motd file - really no reason to change this.
154motd motd 99motd motd
155
156# Calling this real_Wiz is probably not really good. Something like
157# mud_wiz might be a better name.
158#
159# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
160# are not set - instead, wizard created/manipulated objects appear as
161# normal objects. This makes the wizard a little more mudlike, since
162# manipulated items will be usable by normal players.
163
164real_wiz true
165
166# Set this if you want the temporary maps to be saved and reused across
167# crossfire runs. This can be especially useful for single player
168# servers, but even holds use for multiplayer servers - you can
169# restart a public server, and not have all the maps reset
170# The file temp_maps is updated each time a temp map is updated.
171# Note that the file used to store this information is stored in
172# the LIB directory. Running multiple crossfires with the same LIB
173# directory will cause serious problems, simply because in order for
174# this to really work, the filename must be constant so the next run
175# knows where to find the information.
176
177recycle_tmp_maps false
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.
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
201stat_loss_on_death false 123stat_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
215balanced_stat_loss false 137balanced_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
146# death_penalty settings below to 0).
224 147
225use_permanent_experience true 148permanent_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
157death_penalty_percentage 20
158death_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
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 206logfilename /var/log/deliantra/logfile
274no_player_stealing TRUE

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