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/cvs/deliantra/server/lib/settings
Revision: 1.11
Committed: Thu Oct 15 21:40:42 2009 UTC (14 years, 8 months ago) by root
Branch: MAIN
CVS Tags: rel-2_82, rel-2_90, rel-2_92, rel-2_93
Changes since 1.10: +0 -7 lines
Log Message:
cleanups

File Contents

# Content
1 # This file is used various system settings. It removes the need for
2 # some config.h files. Format is:
3 # variable<space>value which can have spaces
4 #
5 # Lines starting with # are comments.
6 #
7 # Some fields may be numeric, other string. The program will skip over
8 # spaces after the setting.
9 #
10
11 # values for the new big worldmap, and weather. Only use if you are using the
12 # new bigmap.
13 #
14
15 worldmapstartx 100
16 worldmapstarty 100
17 worldmaptilesx 30
18 worldmaptilesy 30
19 worldmaptilesizex 50
20 worldmaptilesizey 50
21
22 # dynamiclevel sets the level of change on the worldmaps, this should be 0
23 # unless you are using bigworld maps (or set up the above values properly for your maps)
24 # and want to run weather. Differnet values increase the amount of dynamism from
25 # weather to growth to erosion. (see documents for more info).
26 # If dynamiclevel is not 0, first run of the server will generate the weather maps
27 # which could be a lengthy process.
28
29 dynamiclevel 0
30 fastclock 0
31
32 # item_power_factor is the relation of how the players equipped item_power
33 # total relates to there overall level. If 1.0, then sum of the characters
34 # equipped item's item_power can not be greater than their overall level.
35 # if 2.0, then that sum can not exceed twice the character overall level.
36 # by setting this to a high enough value, you can effectively disable
37 # the item_power code.
38
39 item_power_factor 1.0
40
41 # Makes death non permanent. If enabled and you die, you lose a bunch of
42 # exp, a random stat, and go back to starting town.
43 # If not defined, if you die, you are dead. If an a multiplayer server,
44 # resurrection may be possible
45 #
46 # This option changes the game significantly one way or the other - it makes
47 # adventuring right at the edge of death something more reasonable to do
48 # (death still hurts here). On the other hand, it certainly makes the
49 # game a bit safer and easier.
50 # not_permadeth true
51
52 # define resurrection if you want to let players bring other players
53 # back to life via some spells. If resurrection is undefined, then a
54 # death is permanent. NOTE: resurrection (either defined or undefined)
55 # has no meaning if not_permadeth is true.
56
57 resurrection false
58
59 # set the following if you wish to allow players to set their title
60 # and to save it on the disk. There really isn't much reason not
61 # allow players to set this.
62
63 set_title true
64
65
66 # Enables the 'search-item command; a method to find equipment
67 # in shops. Like set_title, probably no reason to ever disable this.
68
69 search_items true
70
71 # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
72 # you have a chance of fumbling your spellcasting with this on. More
73 # armors/weapons, higher chance of failure. If this is false, then
74 # you can basically always cast a spell, no matter what you are wearing.
75
76 spell_encumbrance true
77
78 # spell_failure_effects only has meaning if spell_encumbrance is true.
79 # What it does, is that when the player fails a spell, various effects
80 # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
81 # I disabled it because I think it would make life much too hazardous
82 # for low level casters. They either need to wear light armor (which
83 # means that they will get pounded on by monsters), or will get
84 # confused/paralyzed/other effects often. High level casters would
85 # be mostly unaffected, since they would be casting spells that are
86 # below their level.
87 # Note- it seems that you still get some failure effects even with this
88 # not defined - most notably when reading scrolls and fail to read
89 # them properly.
90 #
91
92 spell_failure_effects false
93
94 # spellpoint_level_depend -- Causes the spellpoint cost
95 # of spells to vary with their power. Spells that become very
96 # powerful at high level cost more. The damage/time of
97 # characters increases though.
98
99 spellpoint_level_depend true
100
101 # This should only be set on private single player servers - basically,
102 # it lets you wander around with no penalty if you die, but otherwise
103 # doesn't give any extra powers, like the wiz has. If in explore
104 # mode, your characters score is not recorded. However, to prevent
105 # abuses, if in explore mode, no other players can join (as they
106 # would not be in explore mode, so they could be abused by a player
107 # in explore mode.
108
109 explore_mode false
110
111 # Set this to false if you don't want characters to loose a random stat when
112 # they die - instead, they just get depleted.
113 # Setting it to true keeps the old behaviour. This can be
114 # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
115
116 stat_loss_on_death false
117
118 # This makes repeated stat loss at lower levels more merciful. Basically,
119 # the more stats you have lost, the less likely that
120 # you will lose more. Additionally, lower level characters are shown
121 # a lot more mercy (there are caps on how much of a stat you can lose too).
122 # On the nasty side, if you are higher level, you can lose multiple stats
123 # _at_once_ and are shown less mercy when you die. But when you're higher
124 # level, it is much easier to buy back your stats with potions.
125 # Turn this on if you want death-based stat loss to be more merciful
126 # at low levels and more cruel at high levels.
127 # Only works when stats are depleted rather than lost. This option has
128 # no effect if you are using genuine stat loss.
129
130 balanced_stat_loss false
131
132 # This defines how much of a player's experience should be 'permanent' and
133 # not able to be lost on death. A high value makes multiple frequent deaths
134 # less devastating, and also ensures that any character will make some
135 # gradual progress even if they die all of the time. This value is the minimum
136 # amount of a player's exp that can ever be 'permanent' so setting this to 0
137 # would allow all exp to be lost, and setting it to 100 would stop exp loss
138 # entirely (the same effect would be achieved by setting the two
139 # death_penalty settings below to 0).
140
141 permanent_experience_percentage 25
142
143 # When a player dies, they lose a proportion of their experience, which is
144 # defined by the following two values. They will lose either
145 # death_penalty_percentage% of their experience, or no more than
146 # death_penalty_levels levels, or half of their non-permenent experience,
147 # whichever is the least of these. Note that this is calculated per-skill,
148 # so which method is used could vary for different skills.
149
150 death_penalty_percentage 20
151 death_penalty_levels 3
152
153 # This is the penalty to luck that is given to a player who kills another
154 # player (PK's). The value here is deducted from their luck value, so set this
155 # high to discourage PK-ing and zero (or negative) to encourage it.
156 # Range is limited to -100 to 100, since this is the value range that the luck
157 # stat can be within.
158
159 pk_luck_penalty 1
160
161 # This allows reduced damage against other players when in
162 # peaceful mode. The value is the percent of damage done
163 # compared to normal. This does not change damage done
164 # by not targeted things like walls, explosions, cone spells, disease, poison...
165
166 set_friendly_fire 5
167
168 # This deals with armor enchantment.
169 #
170 # armor_max_enchant: maximum enchantments an armor will take.
171 # default: 5
172 #
173 # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
174 # * when armor_weight_linear is TRUE, armor weight is
175 # 'base weight - armor enchantment * armor_weight_reduction'
176 # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
177 # per enchantment.
178 #
179 # example:
180 # * with 10 and TRUE, if armor base weight is 100, it'll become:
181 # 100 -> 90 -> 80 -> 70 -> 60 -> ...
182 # * with 10 and FALSE, it'll be:
183 # 100 -> 90 -> 81 -> 73 -> 66 -> ...
184 #
185 # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
186 #
187 # default values: 10 and TRUE.
188 #
189 # armor_speed_improvement and armor_speed_linear do the same for speed increase.
190 # default values: 10 and TRUE
191
192 #armor_max_enchant 5
193 #armor_weight_reduction 10
194 #armor_weight_linear TRUE
195 #armor_speed_improvement 10
196 #armor_speed_linear TRUE
197
198 # location of the log file
199 logfilename /var/log/deliantra/logfile