--- deliantra/server/lib/settings 2006/02/06 22:49:13 1.2 +++ deliantra/server/lib/settings 2006/03/15 15:35:51 1.3 @@ -37,7 +37,7 @@ # and want to run weather. Differnet values increase the amount of dynamism from # weather to growth to erosion. (see documents for more info). # If dynamiclevel is not 0, first run of the server will generate the weather maps -# which could be a lenghtly process. +# which could be a lengthy process. dynamiclevel 0 fastclock 0 @@ -69,7 +69,7 @@ # %M the map name of the map the character is currently on # %r the short region name (as shown by mapinfo) # %R the formal region title.(as shown by whereami) -# %i player's ip adress +# %i player's ip address # %% a literal % # %_ a literal underscore # @@ -80,7 +80,7 @@ who_format %N %T%t%h%d%n[%m] who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) -# See notes for most of thse in include/config.h +# See notes for most of these in include/config.h # dm_mail your_email@addr.here @@ -121,7 +121,7 @@ spell_encumbrance true -# spell_failure_effects only has meaing if spell_encumbrance is true. +# spell_failure_effects only has meaning if spell_encumbrance is true. # What it does, is that when the player fails a spell, various effects # will happen (player is paralyzed, confused, wonder spell is cast, etc.) # I disabled it because I think it would make life much too hazardous @@ -130,7 +130,7 @@ # confused/paralyzed/other effects often. High level casters would # be mostly unaffected, since they would be casting spells that are # below their level. -# Note- it seems that you still get some failur effects even with this +# Note- it seems that you still get some failure effects even with this # not defined - most notably when reading scrolls and fail to read # them properly. # @@ -200,11 +200,11 @@ stat_loss_on_death false -# This makes repeated stat loss at lower levels more mercifull. Basically, +# This makes repeated stat loss at lower levels more merciful. Basically, # the more stats you have lost, the less likely that # you will lose more. Additionally, lower level characters are shown # a lot more mercy (there are caps on how much of a stat you can lose too). -# On the nasty side, if you are higher level, you can lose mutiple stats +# On the nasty side, if you are higher level, you can lose multiple stats # _at_once_ and are shown less mercy when you die. But when you're higher # level, it is much easier to buy back your stats with potions. # Turn this on if you want death-based stat loss to be more merciful @@ -214,15 +214,26 @@ balanced_stat_loss false -# This allows players to build up a small amount of 'permanent -# experience' which reduces the effect of large experience drains, such as -# death. This makes multiple frequent deaths less devastating, and also -# ensures that any character will make some gradual progress even if they -# die all of the time. -# A nice option if your keep dying due to massive client/server lags despite -# playing well... or you like to swim well outside of your depth. :) +# This defines how much of a player's experience should be 'permanent' and +# not able to be lost on death. A high value makes multiple frequent deaths +# less devastating, and also ensures that any character will make some +# gradual progress even if they die all of the time. This value is the minimum +# amount of a player's exp that can ever be 'permanent' so setting this to 0 +# would allow all exp to be lost, and setting it to 100 would stop exp loss +# entirely (the same effect would be achieved by setting the two +# death_penalty settings below to 0). + +permanent_experience_percentage 25 + +# When a player dies, they lose a proportion of their experience, which is +# defined by the following two values. They will lose either +# death_penalty_percentage% of their experience, or no more than +# death_penalty_levels levels, or half of their non-permenent experience, +# whichever is the least of these. Note that this is calculated per-skill, +# so which method is used could vary for different skills. -use_permanent_experience true +death_penalty_percentage 20 +death_penalty_levels 3 # This is the penalty to luck that is given to a player who kills another # player (PK's). The value here is deducted from their luck value, so set this