ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/lib/settings
(Generate patch)

Comparing deliantra/server/lib/settings (file contents):
Revision 1.2 by pippijn, Mon Feb 6 22:49:13 2006 UTC vs.
Revision 1.3 by elmex, Wed Mar 15 15:35:51 2006 UTC

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
42dynamiclevel 0 42dynamiclevel 0
43fastclock 0 43fastclock 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
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
80who_format %N %T%t%h%d%n[%m] 80who_format %N %T%t%h%d%n[%m]
81who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) 81who_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.
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
122spell_encumbrance true 122spell_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
138spell_failure_effects false 138spell_failure_effects false
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
201stat_loss_on_death false 201stat_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
215balanced_stat_loss false 215balanced_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
224# death_penalty settings below to 0).
224 225
225use_permanent_experience true 226permanent_experience_percentage 25
227
228# When a player dies, they lose a proportion of their experience, which is
229# defined by the following two values. They will lose either
230# death_penalty_percentage% of their experience, or no more than
231# death_penalty_levels levels, or half of their non-permenent experience,
232# whichever is the least of these. Note that this is calculated per-skill,
233# so which method is used could vary for different skills.
234
235death_penalty_percentage 20
236death_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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines