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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 | |
10 | |
11 | # metaserver values. |
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12 | # notification on/off controls the notification to the metaserver. |
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13 | # server and port is the metaserver host and port to connect to. |
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14 | # comment is sent to the metaserver. It can be specific settings to on |
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15 | # the server, play behaviour, etc. |
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16 | # host is the name of this host as we should report it to the metaserver |
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17 | |
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18 | metaserver_notification off |
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19 | metaserver_server crossfire.real-time.com |
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20 | metaserver_host put.your.hostname.here |
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21 | metaserver_port 13326 |
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22 | metaserver_comment Put a comment here. |
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23 | |
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24 | # values for the new big worldmap, and weather. Only use if you are using the |
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25 | # new bigmap. |
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26 | # |
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27 | |
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28 | worldmapstartx 100 |
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29 | worldmapstarty 100 |
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30 | worldmaptilesx 30 |
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31 | worldmaptilesy 30 |
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32 | worldmaptilesizex 50 |
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33 | worldmaptilesizey 50 |
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34 | |
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35 | # dynamiclevel sets the level of change on the worldmaps, this should be 0 |
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36 | # unless you are using bigworld maps (or set up the above values properly for your maps) |
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37 | # and want to run weather. Differnet values increase the amount of dynamism from |
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38 | # weather to growth to erosion. (see documents for more info). |
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39 | # If dynamiclevel is not 0, first run of the server will generate the weather maps |
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40 | # which could be a lengthy process. |
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41 | |
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42 | dynamiclevel 0 |
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43 | fastclock 0 |
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44 | |
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45 | # item_power_factor is the relation of how the players equipped item_power |
11 | # item_power_factor is the relation of how the players equipped item_power |
46 | # total relates to there overall level. If 1.0, then sum of the characters |
12 | # total relates to there overall level. If 1.0, then sum of the characters |
47 | # equipped item's item_power can not be greater than their overall level. |
13 | # equipped item's item_power can not be greater than their overall level. |
48 | # if 2.0, then that sum can not exceed twice the character overall level. |
14 | # if 2.0, then that sum can not exceed twice the character overall level. |
49 | # by setting this to a high enough value, you can effectively disable |
15 | # by setting this to a high enough value, you can effectively disable |
50 | # the item_power code. |
16 | # the item_power code. |
51 | |
17 | |
52 | item_power_factor 1.0 |
18 | item_power_factor 1.25 |
53 | |
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54 | # Sets the output format for the who command. This is what a player will see |
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55 | # about all the other players on the server when they type 'who' The string |
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56 | # has escapes that are filled with the relevant values for each character. |
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57 | # Currently the following escapes are supported: |
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58 | # |
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59 | # %N Name of character |
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60 | # %t title of character |
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61 | # %T the optional "the " sequence value (appended only if player has no own_title) |
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62 | # %c count of the player (for dumping/patching) |
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63 | # %n newline |
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64 | # %h [Hostile] if character is hostile, nothing otherwise |
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65 | # %d [WIZ] if character is a dm, nothing otherwise |
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66 | # %a [AFK] if character is afk, nothing otherwise |
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67 | # %l the level of the character |
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68 | # %m the map path the character is currently on |
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69 | # %M the map name of the map the character is currently on |
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70 | # %r the short region name (as shown by mapinfo) |
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71 | # %R the formal region title.(as shown by whereami) |
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72 | # %i player's ip address |
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73 | # %% a literal % |
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74 | # %_ a literal underscore |
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75 | # |
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76 | # an underscore that is not escaped gives a space (or you can use a real space |
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77 | # if you prefer) |
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78 | # who_wiz_format is the same but for those with dm powers |
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79 | |
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80 | who_format %N %T%t%h%d%n[%m] |
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81 | who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
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82 | |
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83 | # See notes for most of these in include/config.h |
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84 | |
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85 | # dm_mail your_email@addr.here |
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86 | |
19 | |
87 | # Makes death non permanent. If enabled and you die, you lose a bunch of |
20 | # 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. |
21 | # exp, a random stat, and go back to starting town. |
89 | # If not defined, if you die, you are dead. If an a multiplayer server, |
22 | # If not defined, if you die, you are dead. If an a multiplayer server, |
90 | # resurrection may be possible |
23 | # resurrection may be possible |
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106 | # and to save it on the disk. There really isn't much reason not |
39 | # and to save it on the disk. There really isn't much reason not |
107 | # allow players to set this. |
40 | # allow players to set this. |
108 | |
41 | |
109 | set_title true |
42 | set_title true |
110 | |
43 | |
111 | |
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112 | # Enables the 'search-item command; a method to find equipment |
44 | # Enables the 'search-item command; a method to find equipment |
113 | # in shops. Like set_title, probably no reason to ever disable this. |
45 | # in shops. Like set_title, probably no reason to ever disable this. |
114 | |
46 | |
115 | search_items true |
47 | search_items true |
116 | |
48 | |
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131 | # be mostly unaffected, since they would be casting spells that are |
63 | # be mostly unaffected, since they would be casting spells that are |
132 | # below their level. |
64 | # below their level. |
133 | # Note- it seems that you still get some failure effects even with this |
65 | # 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 |
66 | # not defined - most notably when reading scrolls and fail to read |
135 | # them properly. |
67 | # them properly. |
136 | # |
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137 | |
68 | |
138 | spell_failure_effects false |
69 | spell_failure_effects false |
139 | |
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140 | # casting times for spells, if you have this defined then it takes a |
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141 | # specific amount of time for a spell to go off. You may attack or |
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142 | # be hit during this time, and this will cause you to lose the spell. |
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143 | # I commented this out on my copy - I don't like the 'double clutch' |
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144 | # needed to cast it (first direction key starts casting, the |
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145 | # next actually puts the spell into effect.) It could perhaps |
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146 | # be changed so that the initial direction is where it goes, and it |
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147 | # is cast automatically in that direction (so only 1 key is needed.) |
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148 | # But this could be undesirable as various things move while you cast it. |
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149 | # this also slows down the rate you can cast spells considerably. |
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150 | |
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151 | casting_time false |
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152 | |
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153 | # Name of the motd file - really no reason to change this. |
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154 | motd motd |
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155 | |
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156 | # Calling this real_Wiz is probably not really good. Something like |
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157 | # mud_wiz might be a better name. |
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158 | # |
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159 | # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects |
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160 | # are not set - instead, wizard created/manipulated objects appear as |
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161 | # normal objects. This makes the wizard a little more mudlike, since |
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162 | # manipulated items will be usable by normal players. |
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163 | |
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164 | real_wiz true |
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165 | |
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166 | # Set this if you want the temporary maps to be saved and reused across |
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167 | # crossfire runs. This can be especially useful for single player |
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168 | # servers, but even holds use for multiplayer servers - you can |
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169 | # restart a public server, and not have all the maps reset |
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170 | # The file temp_maps is updated each time a temp map is updated. |
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171 | # Note that the file used to store this information is stored in |
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172 | # the LIB directory. Running multiple crossfires with the same LIB |
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173 | # directory will cause serious problems, simply because in order for |
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174 | # this to really work, the filename must be constant so the next run |
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175 | # knows where to find the information. |
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176 | |
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177 | recycle_tmp_maps false |
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178 | |
70 | |
179 | # spellpoint_level_depend -- Causes the spellpoint cost |
71 | # spellpoint_level_depend -- Causes the spellpoint cost |
180 | # of spells to vary with their power. Spells that become very |
72 | # of spells to vary with their power. Spells that become very |
181 | # powerful at high level cost more. The damage/time of |
73 | # powerful at high level cost more. The damage/time of |
182 | # characters increases though. |
74 | # characters increases though. |
183 | |
75 | |
184 | spellpoint_level_depend true |
76 | spellpoint_level_depend true |
185 | |
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186 | # This should only be set on private single player servers - basically, |
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187 | # it lets you wander around with no penalty if you die, but otherwise |
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188 | # doesn't give any extra powers, like the wiz has. If in explore |
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189 | # mode, your characters score is not recorded. However, to prevent |
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190 | # abuses, if in explore mode, no other players can join (as they |
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191 | # would not be in explore mode, so they could be abused by a player |
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192 | # in explore mode. |
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193 | |
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194 | explore_mode false |
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195 | |
77 | |
196 | # Set this to false if you don't want characters to loose a random stat when |
78 | # Set this to false if you don't want characters to loose a random stat when |
197 | # they die - instead, they just get depleted. |
79 | # they die - instead, they just get depleted. |
198 | # Setting it to true keeps the old behaviour. This can be |
80 | # 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. |
81 | # changed at run time via -stat_loss_on_death or +stat_loss_on_death. |
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278 | #armor_weight_reduction 10 |
160 | #armor_weight_reduction 10 |
279 | #armor_weight_linear TRUE |
161 | #armor_weight_linear TRUE |
280 | #armor_speed_improvement 10 |
162 | #armor_speed_improvement 10 |
281 | #armor_speed_linear TRUE |
163 | #armor_speed_linear TRUE |
282 | |
164 | |
283 | # disable stealing from other players, if you wish to enable stealing from other players |
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284 | # then replace the below with: no_player_stealing FALSE |
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285 | no_player_stealing TRUE |
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