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35 | # dynamiclevel sets the level of change on the worldmaps, this should be 0 |
35 | # 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) |
36 | # 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 |
37 | # and want to run weather. Differnet values increase the amount of dynamism from |
38 | # weather to growth to erosion. (see documents for more info). |
38 | # 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 |
39 | # If dynamiclevel is not 0, first run of the server will generate the weather maps |
40 | # which could be a lenghtly process. |
40 | # which could be a lengthy process. |
41 | |
41 | |
42 | dynamiclevel 0 |
42 | dynamiclevel 0 |
43 | fastclock 0 |
43 | fastclock 0 |
44 | |
44 | |
45 | # item_power_factor is the relation of how the players equipped item_power |
45 | # item_power_factor is the relation of how the players equipped item_power |
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67 | # %l the level of the character |
67 | # %l the level of the character |
68 | # %m the map path the character is currently on |
68 | # %m the map path the character is currently on |
69 | # %M the map name of the map 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) |
70 | # %r the short region name (as shown by mapinfo) |
71 | # %R the formal region title.(as shown by whereami) |
71 | # %R the formal region title.(as shown by whereami) |
72 | # %i player's ip adress |
72 | # %i player's ip address |
73 | # %% a literal % |
73 | # %% a literal % |
74 | # %_ a literal underscore |
74 | # %_ a literal underscore |
75 | # |
75 | # |
76 | # an underscore that is not escaped gives a space (or you can use a real space |
76 | # an underscore that is not escaped gives a space (or you can use a real space |
77 | # if you prefer) |
77 | # if you prefer) |
78 | # who_wiz_format is the same but for those with dm powers |
78 | # who_wiz_format is the same but for those with dm powers |
79 | |
79 | |
80 | who_format %N %T%t%h%d%n[%m] |
80 | who_format %N %T%t%h%d%n[%m] |
81 | who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
81 | who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
82 | |
82 | |
83 | # See notes for most of thse in include/config.h |
83 | # See notes for most of these in include/config.h |
84 | |
84 | |
85 | # dm_mail your_email@addr.here |
85 | # dm_mail your_email@addr.here |
86 | |
86 | |
87 | # Makes death non permanent. If enabled and you die, you lose a bunch of |
87 | # 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. |
88 | # 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 |
119 | # 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. |
120 | # you can basically always cast a spell, no matter what you are wearing. |
121 | |
121 | |
122 | spell_encumbrance true |
122 | spell_encumbrance true |
123 | |
123 | |
124 | # spell_failure_effects only has meaing if spell_encumbrance is true. |
124 | # 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 |
125 | # 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.) |
126 | # 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 |
127 | # 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 |
128 | # 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 |
129 | # means that they will get pounded on by monsters), or will get |
130 | # confused/paralyzed/other effects often. High level casters would |
130 | # confused/paralyzed/other effects often. High level casters would |
131 | # be mostly unaffected, since they would be casting spells that are |
131 | # be mostly unaffected, since they would be casting spells that are |
132 | # below their level. |
132 | # below their level. |
133 | # Note- it seems that you still get some failur effects even with this |
133 | # 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 |
134 | # not defined - most notably when reading scrolls and fail to read |
135 | # them properly. |
135 | # them properly. |
136 | # |
136 | # |
137 | |
137 | |
138 | spell_failure_effects false |
138 | spell_failure_effects false |
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198 | # Setting it to true keeps the old behaviour. This can be |
198 | # 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. |
199 | # changed at run time via -stat_loss_on_death or +stat_loss_on_death. |
200 | |
200 | |
201 | stat_loss_on_death false |
201 | stat_loss_on_death false |
202 | |
202 | |
203 | # This makes repeated stat loss at lower levels more mercifull. Basically, |
203 | # This makes repeated stat loss at lower levels more merciful. Basically, |
204 | # the more stats you have lost, the less likely that |
204 | # the more stats you have lost, the less likely that |
205 | # you will lose more. Additionally, lower level characters are shown |
205 | # 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). |
206 | # 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 |
207 | # 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 |
208 | # _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. |
209 | # 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 |
210 | # Turn this on if you want death-based stat loss to be more merciful |
211 | # at low levels and more cruel at high levels. |
211 | # at low levels and more cruel at high levels. |
212 | # Only works when stats are depleted rather than lost. This option has |
212 | # Only works when stats are depleted rather than lost. This option has |
213 | # no effect if you are using genuine stat loss. |
213 | # no effect if you are using genuine stat loss. |
214 | |
214 | |
215 | balanced_stat_loss false |
215 | balanced_stat_loss false |
216 | |
216 | |
217 | # This allows players to build up a small amount of 'permanent |
217 | # 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 |
218 | # 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 |
219 | # less devastating, and also ensures that any character will make some |
220 | # ensures that any character will make some gradual progress even if they |
220 | # gradual progress even if they die all of the time. This value is the minimum |
221 | # die all of the time. |
221 | # 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 |
222 | # 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. :) |
223 | # entirely (the same effect would be achieved by setting the two |
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224 | # death_penalty settings below to 0). |
224 | |
225 | |
225 | use_permanent_experience true |
226 | permanent_experience_percentage 25 |
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227 | |
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228 | # When a player dies, they lose a proportion of their experience, which is |
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229 | # defined by the following two values. They will lose either |
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230 | # death_penalty_percentage% of their experience, or no more than |
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231 | # death_penalty_levels levels, or half of their non-permenent experience, |
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232 | # whichever is the least of these. Note that this is calculated per-skill, |
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233 | # so which method is used could vary for different skills. |
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234 | |
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235 | death_penalty_percentage 20 |
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236 | death_penalty_levels 3 |
226 | |
237 | |
227 | # This is the penalty to luck that is given to a player who kills another |
238 | # 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 |
239 | # 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. |
240 | # 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 |
241 | # Range is limited to -100 to 100, since this is the value range that the luck |