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# This file is used various system settings. It removes the need for |
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# some config.h files. Format is: |
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# variable<space>value which can have spaces |
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# |
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# Lines starting with # are comments. |
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# |
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# Some fields may be numeric, other string. The program will skip over |
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# spaces after the setting. |
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# |
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|
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# metaserver values. |
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# notification on/off controls the notification to the metaserver. |
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# server and port is the metaserver host and port to connect to. |
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# comment is sent to the metaserver. It can be specific settings to on |
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# the server, play behaviour, etc. |
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# host is the name of this host as we should report it to the metaserver |
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|
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metaserver_notification off |
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metaserver_server crossfire.real-time.com |
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metaserver_host put.your.hostname.here |
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metaserver_port 13326 |
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metaserver_comment Put a comment here. |
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|
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# values for the new big worldmap, and weather. Only use if you are using the |
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# new bigmap. |
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# |
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|
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worldmapstartx 100 |
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worldmapstarty 100 |
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worldmaptilesx 30 |
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worldmaptilesy 30 |
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worldmaptilesizex 50 |
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worldmaptilesizey 50 |
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|
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# dynamiclevel sets the level of change on the worldmaps, this should be 0 |
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# unless you are using bigworld maps (or set up the above values properly for your maps) |
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# and want to run weather. Differnet values increase the amount of dynamism from |
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# weather to growth to erosion. (see documents for more info). |
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# If dynamiclevel is not 0, first run of the server will generate the weather maps |
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# which could be a lengthy process. |
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|
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dynamiclevel 0 |
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fastclock 0 |
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|
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# item_power_factor is the relation of how the players equipped item_power |
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# total relates to there overall level. If 1.0, then sum of the characters |
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# equipped item's item_power can not be greater than their overall level. |
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# if 2.0, then that sum can not exceed twice the character overall level. |
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# by setting this to a high enough value, you can effectively disable |
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# the item_power code. |
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|
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item_power_factor 1.0 |
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|
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# Sets the output format for the who command. This is what a player will see |
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# about all the other players on the server when they type 'who' The string |
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# has escapes that are filled with the relevant values for each character. |
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# Currently the following escapes are supported: |
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# |
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# %N Name of character |
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# %t title of character |
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# %T the optional "the " sequence value (appended only if player has no own_title) |
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# %c count of the player (for dumping/patching) |
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# %n newline |
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# %h [Hostile] if character is hostile, nothing otherwise |
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# %d [WIZ] if character is a dm, nothing otherwise |
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# %a [AFK] if character is afk, nothing otherwise |
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# %l the level of the character |
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# %m the map path the character is currently on |
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# %M the map name of the map the character is currently on |
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# %r the short region name (as shown by mapinfo) |
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# %R the formal region title.(as shown by whereami) |
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# %i player's ip address |
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# %% a literal % |
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# %_ a literal underscore |
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# |
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# an underscore that is not escaped gives a space (or you can use a real space |
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# if you prefer) |
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# who_wiz_format is the same but for those with dm powers |
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|
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who_format %N %T%t%h%d%n[%m] |
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who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
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|
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# See notes for most of these in include/config.h |
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|
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# dm_mail your_email@addr.here |
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|
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# Makes death non permanent. If enabled and you die, you lose a bunch of |
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# exp, a random stat, and go back to starting town. |
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# If not defined, if you die, you are dead. If an a multiplayer server, |
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# resurrection may be possible |
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# |
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# This option changes the game significantly one way or the other - it makes |
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# adventuring right at the edge of death something more reasonable to do |
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# (death still hurts here). On the other hand, it certainly makes the |
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# game a bit safer and easier. |
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# not_permadeth true |
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|
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# define resurrection if you want to let players bring other players |
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# back to life via some spells. If resurrection is undefined, then a |
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# death is permanent. NOTE: resurrection (either defined or undefined) |
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# has no meaning if not_permadeth is true. |
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|
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resurrection false |
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|
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# set the following if you wish to allow players to set their title |
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# and to save it on the disk. There really isn't much reason not |
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# allow players to set this. |
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|
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set_title true |
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|
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|
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# Enables the 'search-item command; a method to find equipment |
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# in shops. Like set_title, probably no reason to ever disable this. |
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|
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search_items true |
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|
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# SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour, |
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# you have a chance of fumbling your spellcasting with this on. More |
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# armors/weapons, higher chance of failure. If this is false, then |
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# you can basically always cast a spell, no matter what you are wearing. |
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|
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spell_encumbrance true |
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|
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# spell_failure_effects only has meaning if spell_encumbrance is true. |
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# What it does, is that when the player fails a spell, various effects |
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# will happen (player is paralyzed, confused, wonder spell is cast, etc.) |
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# I disabled it because I think it would make life much too hazardous |
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# for low level casters. They either need to wear light armor (which |
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# means that they will get pounded on by monsters), or will get |
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# confused/paralyzed/other effects often. High level casters would |
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# be mostly unaffected, since they would be casting spells that are |
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# below their level. |
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# Note- it seems that you still get some failure effects even with this |
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# not defined - most notably when reading scrolls and fail to read |
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# them properly. |
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# |
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|
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spell_failure_effects false |
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|
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# casting times for spells, if you have this defined then it takes a |
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# specific amount of time for a spell to go off. You may attack or |
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# be hit during this time, and this will cause you to lose the spell. |
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# I commented this out on my copy - I don't like the 'double clutch' |
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# needed to cast it (first direction key starts casting, the |
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# next actually puts the spell into effect.) It could perhaps |
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# be changed so that the initial direction is where it goes, and it |
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# is cast automatically in that direction (so only 1 key is needed.) |
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# But this could be undesirable as various things move while you cast it. |
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# this also slows down the rate you can cast spells considerably. |
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|
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casting_time false |
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|
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# Name of the motd file - really no reason to change this. |
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motd motd |
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|
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# Calling this real_Wiz is probably not really good. Something like |
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# mud_wiz might be a better name. |
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# |
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# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects |
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# are not set - instead, wizard created/manipulated objects appear as |
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# normal objects. This makes the wizard a little more mudlike, since |
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# manipulated items will be usable by normal players. |
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|
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real_wiz true |
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|
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# Set this if you want the temporary maps to be saved and reused across |
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# crossfire runs. This can be especially useful for single player |
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# servers, but even holds use for multiplayer servers - you can |
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# restart a public server, and not have all the maps reset |
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# The file temp_maps is updated each time a temp map is updated. |
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# Note that the file used to store this information is stored in |
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# the LIB directory. Running multiple crossfires with the same LIB |
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# directory will cause serious problems, simply because in order for |
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# this to really work, the filename must be constant so the next run |
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# knows where to find the information. |
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|
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recycle_tmp_maps false |
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|
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# spellpoint_level_depend -- Causes the spellpoint cost |
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# of spells to vary with their power. Spells that become very |
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# powerful at high level cost more. The damage/time of |
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# characters increases though. |
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|
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spellpoint_level_depend true |
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|
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# This should only be set on private single player servers - basically, |
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# it lets you wander around with no penalty if you die, but otherwise |
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# doesn't give any extra powers, like the wiz has. If in explore |
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# mode, your characters score is not recorded. However, to prevent |
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# abuses, if in explore mode, no other players can join (as they |
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# would not be in explore mode, so they could be abused by a player |
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# in explore mode. |
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|
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explore_mode false |
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|
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# Set this to false if you don't want characters to loose a random stat when |
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# they die - instead, they just get depleted. |
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# Setting it to true keeps the old behaviour. This can be |
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# changed at run time via -stat_loss_on_death or +stat_loss_on_death. |
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|
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stat_loss_on_death false |
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|
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# This makes repeated stat loss at lower levels more merciful. Basically, |
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# the more stats you have lost, the less likely that |
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# you will lose more. Additionally, lower level characters are shown |
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# a lot more mercy (there are caps on how much of a stat you can lose too). |
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# On the nasty side, if you are higher level, you can lose multiple stats |
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# _at_once_ and are shown less mercy when you die. But when you're higher |
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# level, it is much easier to buy back your stats with potions. |
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# Turn this on if you want death-based stat loss to be more merciful |
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# at low levels and more cruel at high levels. |
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# Only works when stats are depleted rather than lost. This option has |
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# no effect if you are using genuine stat loss. |
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|
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balanced_stat_loss false |
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|
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# This defines how much of a player's experience should be 'permanent' and |
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# not able to be lost on death. A high value makes multiple frequent deaths |
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# less devastating, and also ensures that any character will make some |
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# gradual progress even if they die all of the time. This value is the minimum |
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# amount of a player's exp that can ever be 'permanent' so setting this to 0 |
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# would allow all exp to be lost, and setting it to 100 would stop exp loss |
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# entirely (the same effect would be achieved by setting the two |
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# death_penalty settings below to 0). |
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|
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permanent_experience_percentage 25 |
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|
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# When a player dies, they lose a proportion of their experience, which is |
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# defined by the following two values. They will lose either |
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# death_penalty_percentage% of their experience, or no more than |
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# death_penalty_levels levels, or half of their non-permenent experience, |
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# whichever is the least of these. Note that this is calculated per-skill, |
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# so which method is used could vary for different skills. |
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|
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death_penalty_percentage 20 |
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death_penalty_levels 3 |
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|
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# This is the penalty to luck that is given to a player who kills another |
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# player (PK's). The value here is deducted from their luck value, so set this |
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# high to discourage PK-ing and zero (or negative) to encourage it. |
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# Range is limited to -100 to 100, since this is the value range that the luck |
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# stat can be within. |
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|
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pk_luck_penalty 1 |
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|
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# This allows reduced damage against other players when in |
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# peaceful mode. The value is the percent of damage done |
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# compared to normal. This does not change damage done |
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# by not targeted things like walls, explosions, cone spells, disease, poison... |
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|
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set_friendly_fire 5 |
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|
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# This deals with armor enchantment. |
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# |
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# armor_max_enchant: maximum enchantments an armor will take. |
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# default: 5 |
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# |
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# armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced: |
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# * when armor_weight_linear is TRUE, armor weight is |
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# 'base weight - armor enchantment * armor_weight_reduction' |
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# * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction % |
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# per enchantment. |
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# |
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# example: |
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# * with 10 and TRUE, if armor base weight is 100, it'll become: |
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# 100 -> 90 -> 80 -> 70 -> 60 -> ... |
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# * with 10 and FALSE, it'll be: |
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# 100 -> 90 -> 81 -> 73 -> 66 -> ... |
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# |
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# Note that the code will enforce a minimum weight of 1, else players can't pick up armor. |
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# |
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# default values: 10 and TRUE. |
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# |
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# armor_speed_improvement and armor_speed_linear do the same for speed increase. |
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# default values: 10 and TRUE |
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|
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#armor_max_enchant 5 |
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#armor_weight_reduction 10 |
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#armor_weight_linear TRUE |
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#armor_speed_improvement 10 |
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#armor_speed_linear TRUE |
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|
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# disable stealing from other players, if you wish to enable stealing from other players |
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# then replace the below with: no_player_stealing FALSE |
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no_player_stealing TRUE |