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Comparing deliantra/server/lib/settings (file contents):
Revision 1.2 by pippijn, Mon Feb 6 22:49:13 2006 UTC vs.
Revision 1.6 by root, Mon Dec 18 02:35:01 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
161# normal objects. This makes the wizard a little more mudlike, since 161# normal objects. This makes the wizard a little more mudlike, since
162# manipulated items will be usable by normal players. 162# manipulated items will be usable by normal players.
163 163
164real_wiz true 164real_wiz true
165 165
166# Set this if you want the temporary maps to be saved and reused across
167# crossfire runs. This can be especially useful for single player
168# servers, but even holds use for multiplayer servers - you can
169# restart a public server, and not have all the maps reset
170# The file temp_maps is updated each time a temp map is updated.
171# Note that the file used to store this information is stored in
172# the LIB directory. Running multiple crossfires with the same LIB
173# directory will cause serious problems, simply because in order for
174# this to really work, the filename must be constant so the next run
175# knows where to find the information.
176
177recycle_tmp_maps false
178
179# spellpoint_level_depend -- Causes the spellpoint cost 166# spellpoint_level_depend -- Causes the spellpoint cost
180# of spells to vary with their power. Spells that become very 167# of spells to vary with their power. Spells that become very
181# powerful at high level cost more. The damage/time of 168# powerful at high level cost more. The damage/time of
182# characters increases though. 169# characters increases though.
183 170
198# Setting it to true keeps the old behaviour. This can be 185# 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. 186# changed at run time via -stat_loss_on_death or +stat_loss_on_death.
200 187
201stat_loss_on_death false 188stat_loss_on_death false
202 189
203# This makes repeated stat loss at lower levels more mercifull. Basically, 190# This makes repeated stat loss at lower levels more merciful. Basically,
204# the more stats you have lost, the less likely that 191# the more stats you have lost, the less likely that
205# you will lose more. Additionally, lower level characters are shown 192# 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). 193# 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 194# 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 195# _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. 196# 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 197# Turn this on if you want death-based stat loss to be more merciful
211# at low levels and more cruel at high levels. 198# at low levels and more cruel at high levels.
212# Only works when stats are depleted rather than lost. This option has 199# Only works when stats are depleted rather than lost. This option has
213# no effect if you are using genuine stat loss. 200# no effect if you are using genuine stat loss.
214 201
215balanced_stat_loss false 202balanced_stat_loss false
216 203
217# This allows players to build up a small amount of 'permanent 204# 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 205# 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 206# less devastating, and also ensures that any character will make some
220# ensures that any character will make some gradual progress even if they 207# gradual progress even if they die all of the time. This value is the minimum
221# die all of the time. 208# 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 209# 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. :) 210# entirely (the same effect would be achieved by setting the two
211# death_penalty settings below to 0).
224 212
225use_permanent_experience true 213permanent_experience_percentage 25
214
215# When a player dies, they lose a proportion of their experience, which is
216# defined by the following two values. They will lose either
217# death_penalty_percentage% of their experience, or no more than
218# death_penalty_levels levels, or half of their non-permenent experience,
219# whichever is the least of these. Note that this is calculated per-skill,
220# so which method is used could vary for different skills.
221
222death_penalty_percentage 20
223death_penalty_levels 3
226 224
227# This is the penalty to luck that is given to a player who kills another 225# 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 226# 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. 227# 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 228# Range is limited to -100 to 100, since this is the value range that the luck
270#armor_speed_linear TRUE 268#armor_speed_linear TRUE
271 269
272# disable stealing from other players, if you wish to enable stealing from other players 270# disable stealing from other players, if you wish to enable stealing from other players
273# then replace the below with: no_player_stealing FALSE 271# then replace the below with: no_player_stealing FALSE
274no_player_stealing TRUE 272no_player_stealing TRUE
273
274# enable creating town portals in homes
275create_home_portals TRUE

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