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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 1.8 by pippijn, Tue Jan 2 23:32:32 2007 UTC

5# Lines starting with # are comments. 5# Lines starting with # are comments.
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
11# metaserver values.
12# notification on/off controls the notification to the metaserver.
13# server and port is the metaserver host and port to connect to.
14# comment is sent to the metaserver. It can be specific settings to on
15# the server, play behaviour, etc.
16# host is the name of this host as we should report it to the metaserver
17
18metaserver_notification off
19metaserver_server crossfire.real-time.com
20metaserver_host put.your.hostname.here
21metaserver_port 13326
22metaserver_comment Put a comment here.
23 10
24# values for the new big worldmap, and weather. Only use if you are using the 11# values for the new big worldmap, and weather. Only use if you are using the
25# new bigmap. 12# new bigmap.
26# 13#
27 14
35# dynamiclevel sets the level of change on the worldmaps, this should be 0 22# 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) 23# 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 24# and want to run weather. Differnet values increase the amount of dynamism from
38# weather to growth to erosion. (see documents for more info). 25# 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 26# If dynamiclevel is not 0, first run of the server will generate the weather maps
40# which could be a lenghtly process. 27# which could be a lengthy process.
41 28
42dynamiclevel 0 29dynamiclevel 0
43fastclock 0 30fastclock 0
44 31
45# item_power_factor is the relation of how the players equipped item_power 32# item_power_factor is the relation of how the players equipped item_power
49# by setting this to a high enough value, you can effectively disable 36# by setting this to a high enough value, you can effectively disable
50# the item_power code. 37# the item_power code.
51 38
52item_power_factor 1.0 39item_power_factor 1.0
53 40
54# Sets the output format for the who command. This is what a player will see
55# about all the other players on the server when they type 'who' The string
56# has escapes that are filled with the relevant values for each character.
57# Currently the following escapes are supported:
58#
59# %N Name of character
60# %t title of character
61# %T the optional "the " sequence value (appended only if player has no own_title)
62# %c count of the player (for dumping/patching)
63# %n newline
64# %h [Hostile] if character is hostile, nothing otherwise
65# %d [WIZ] if character is a dm, nothing otherwise
66# %a [AFK] if character is afk, nothing otherwise
67# %l the level of the character
68# %m the map path 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)
71# %R the formal region title.(as shown by whereami)
72# %i player's ip adress
73# %% a literal %
74# %_ a literal underscore
75#
76# an underscore that is not escaped gives a space (or you can use a real space
77# if you prefer)
78# who_wiz_format is the same but for those with dm powers
79
80who_format %N %T%t%h%d%n[%m]
81who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c)
82
83# See notes for most of thse in include/config.h 41# See notes for most of these in include/config.h
84 42
85# dm_mail your_email@addr.here 43# dm_mail your_email@addr.here
86 44
87# Makes death non permanent. If enabled and you die, you lose a bunch of 45# 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. 46# exp, a random stat, and go back to starting town.
119# armors/weapons, higher chance of failure. If this is false, then 77# 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. 78# you can basically always cast a spell, no matter what you are wearing.
121 79
122spell_encumbrance true 80spell_encumbrance true
123 81
124# spell_failure_effects only has meaing if spell_encumbrance is true. 82# 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 83# 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.) 84# 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 85# 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 86# 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 87# means that they will get pounded on by monsters), or will get
130# confused/paralyzed/other effects often. High level casters would 88# confused/paralyzed/other effects often. High level casters would
131# be mostly unaffected, since they would be casting spells that are 89# be mostly unaffected, since they would be casting spells that are
132# below their level. 90# below their level.
133# Note- it seems that you still get some failur effects even with this 91# 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 92# not defined - most notably when reading scrolls and fail to read
135# them properly. 93# them properly.
136# 94#
137 95
138spell_failure_effects false 96spell_failure_effects false
161# normal objects. This makes the wizard a little more mudlike, since 119# normal objects. This makes the wizard a little more mudlike, since
162# manipulated items will be usable by normal players. 120# manipulated items will be usable by normal players.
163 121
164real_wiz true 122real_wiz true
165 123
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 124# spellpoint_level_depend -- Causes the spellpoint cost
180# of spells to vary with their power. Spells that become very 125# of spells to vary with their power. Spells that become very
181# powerful at high level cost more. The damage/time of 126# powerful at high level cost more. The damage/time of
182# characters increases though. 127# characters increases though.
183 128
198# Setting it to true keeps the old behaviour. This can be 143# 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. 144# changed at run time via -stat_loss_on_death or +stat_loss_on_death.
200 145
201stat_loss_on_death false 146stat_loss_on_death false
202 147
203# This makes repeated stat loss at lower levels more mercifull. Basically, 148# This makes repeated stat loss at lower levels more merciful. Basically,
204# the more stats you have lost, the less likely that 149# the more stats you have lost, the less likely that
205# you will lose more. Additionally, lower level characters are shown 150# 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). 151# 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 152# 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 153# _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. 154# 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 155# Turn this on if you want death-based stat loss to be more merciful
211# at low levels and more cruel at high levels. 156# at low levels and more cruel at high levels.
212# Only works when stats are depleted rather than lost. This option has 157# Only works when stats are depleted rather than lost. This option has
213# no effect if you are using genuine stat loss. 158# no effect if you are using genuine stat loss.
214 159
215balanced_stat_loss false 160balanced_stat_loss false
216 161
217# This allows players to build up a small amount of 'permanent 162# 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 163# 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 164# less devastating, and also ensures that any character will make some
220# ensures that any character will make some gradual progress even if they 165# gradual progress even if they die all of the time. This value is the minimum
221# die all of the time. 166# 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 167# 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. :) 168# entirely (the same effect would be achieved by setting the two
169# death_penalty settings below to 0).
224 170
225use_permanent_experience true 171permanent_experience_percentage 25
172
173# When a player dies, they lose a proportion of their experience, which is
174# defined by the following two values. They will lose either
175# death_penalty_percentage% of their experience, or no more than
176# death_penalty_levels levels, or half of their non-permenent experience,
177# whichever is the least of these. Note that this is calculated per-skill,
178# so which method is used could vary for different skills.
179
180death_penalty_percentage 20
181death_penalty_levels 3
226 182
227# This is the penalty to luck that is given to a player who kills another 183# 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 184# 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. 185# 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 186# Range is limited to -100 to 100, since this is the value range that the luck
269#armor_speed_improvement 10 225#armor_speed_improvement 10
270#armor_speed_linear TRUE 226#armor_speed_linear TRUE
271 227
272# disable stealing from other players, if you wish to enable stealing from other players 228# disable stealing from other players, if you wish to enable stealing from other players
273# then replace the below with: no_player_stealing FALSE 229# then replace the below with: no_player_stealing FALSE
274no_player_stealing TRUE 230no_player_stealing TRUE
231
232# enable creating town portals in homes
233create_home_portals TRUE
234
235# location of the log file
236logfilename /var/log/crossfire/logfile

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