# This file is used various system settings. It removes the need for # some config.h files. Format is: # variablevalue which can have spaces # # Lines starting with # are comments. # # Some fields may be numeric, other string. The program will skip over # spaces after the setting. # # metaserver values. # notification on/off controls the notification to the metaserver. # server and port is the metaserver host and port to connect to. # comment is sent to the metaserver. It can be specific settings to on # the server, play behaviour, etc. # host is the name of this host as we should report it to the metaserver metaserver_notification off metaserver_server crossfire.real-time.com metaserver_host put.your.hostname.here metaserver_port 13326 metaserver_comment Put a comment here. # values for the new big worldmap, and weather. Only use if you are using the # new bigmap. # worldmapstartx 100 worldmapstarty 100 worldmaptilesx 30 worldmaptilesy 30 worldmaptilesizex 50 worldmaptilesizey 50 # dynamiclevel sets the level of change on the worldmaps, this should be 0 # unless you are using bigworld maps (or set up the above values properly for your maps) # 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 lengthy process. dynamiclevel 0 fastclock 0 # item_power_factor is the relation of how the players equipped item_power # total relates to there overall level. If 1.0, then sum of the characters # equipped item's item_power can not be greater than their overall level. # if 2.0, then that sum can not exceed twice the character overall level. # by setting this to a high enough value, you can effectively disable # the item_power code. item_power_factor 1.0 # Sets the output format for the who command. This is what a player will see # about all the other players on the server when they type 'who' The string # has escapes that are filled with the relevant values for each character. # Currently the following escapes are supported: # # %N Name of character # %t title of character # %T the optional "the " sequence value (appended only if player has no own_title) # %c count of the player (for dumping/patching) # %n newline # %h [Hostile] if character is hostile, nothing otherwise # %d [WIZ] if character is a dm, nothing otherwise # %a [AFK] if character is afk, nothing otherwise # %l the level of the character # %m the map path the character is currently on # %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 address # %% a literal % # %_ a literal underscore # # an underscore that is not escaped gives a space (or you can use a real space # if you prefer) # who_wiz_format is the same but for those with dm powers 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 these in include/config.h # dm_mail your_email@addr.here # Makes death non permanent. If enabled and you die, you lose a bunch of # exp, a random stat, and go back to starting town. # If not defined, if you die, you are dead. If an a multiplayer server, # resurrection may be possible # # This option changes the game significantly one way or the other - it makes # adventuring right at the edge of death something more reasonable to do # (death still hurts here). On the other hand, it certainly makes the # game a bit safer and easier. # not_permadeth true # define resurrection if you want to let players bring other players # back to life via some spells. If resurrection is undefined, then a # death is permanent. NOTE: resurrection (either defined or undefined) # has no meaning if not_permadeth is true. resurrection false # set the following if you wish to allow players to set their title # and to save it on the disk. There really isn't much reason not # allow players to set this. set_title true # Enables the 'search-item command; a method to find equipment # in shops. Like set_title, probably no reason to ever disable this. search_items true # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour, # you have a chance of fumbling your spellcasting with this on. More # armors/weapons, higher chance of failure. If this is false, then # you can basically always cast a spell, no matter what you are wearing. spell_encumbrance 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 # for low level casters. They either need to wear light armor (which # means that they will get pounded on by monsters), or will get # 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 failure effects even with this # not defined - most notably when reading scrolls and fail to read # them properly. # spell_failure_effects false # casting times for spells, if you have this defined then it takes a # specific amount of time for a spell to go off. You may attack or # be hit during this time, and this will cause you to lose the spell. # I commented this out on my copy - I don't like the 'double clutch' # needed to cast it (first direction key starts casting, the # next actually puts the spell into effect.) It could perhaps # be changed so that the initial direction is where it goes, and it # is cast automatically in that direction (so only 1 key is needed.) # But this could be undesirable as various things move while you cast it. # this also slows down the rate you can cast spells considerably. casting_time false # Name of the motd file - really no reason to change this. motd motd # Calling this real_Wiz is probably not really good. Something like # mud_wiz might be a better name. # # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects # are not set - instead, wizard created/manipulated objects appear as # normal objects. This makes the wizard a little more mudlike, since # manipulated items will be usable by normal players. real_wiz true # Set this if you want the temporary maps to be saved and reused across # crossfire runs. This can be especially useful for single player # servers, but even holds use for multiplayer servers - you can # restart a public server, and not have all the maps reset # The file temp_maps is updated each time a temp map is updated. # Note that the file used to store this information is stored in # the LIB directory. Running multiple crossfires with the same LIB # directory will cause serious problems, simply because in order for # this to really work, the filename must be constant so the next run # knows where to find the information. recycle_tmp_maps false # spellpoint_level_depend -- Causes the spellpoint cost # of spells to vary with their power. Spells that become very # powerful at high level cost more. The damage/time of # characters increases though. spellpoint_level_depend true # This should only be set on private single player servers - basically, # it lets you wander around with no penalty if you die, but otherwise # doesn't give any extra powers, like the wiz has. If in explore # mode, your characters score is not recorded. However, to prevent # abuses, if in explore mode, no other players can join (as they # would not be in explore mode, so they could be abused by a player # in explore mode. explore_mode false # Set this to false if you don't want characters to loose a random stat when # they die - instead, they just get depleted. # Setting it to true keeps the old behaviour. This can be # changed at run time via -stat_loss_on_death or +stat_loss_on_death. stat_loss_on_death false # 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 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 # at low levels and more cruel at high levels. # Only works when stats are depleted rather than lost. This option has # no effect if you are using genuine stat loss. balanced_stat_loss false # 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. 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 # high to discourage PK-ing and zero (or negative) to encourage it. # Range is limited to -100 to 100, since this is the value range that the luck # stat can be within. pk_luck_penalty 1 # This allows reduced damage against other players when in # peaceful mode. The value is the percent of damage done # compared to normal. This does not change damage done # by not targeted things like walls, explosions, cone spells, disease, poison... set_friendly_fire 5 # This deals with armor enchantment. # # armor_max_enchant: maximum enchantments an armor will take. # default: 5 # # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced: # * when armor_weight_linear is TRUE, armor weight is # 'base weight - armor enchantment * armor_weight_reduction' # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction % # per enchantment. # # example: # * with 10 and TRUE, if armor base weight is 100, it'll become: # 100 -> 90 -> 80 -> 70 -> 60 -> ... # * with 10 and FALSE, it'll be: # 100 -> 90 -> 81 -> 73 -> 66 -> ... # # Note that the code will enforce a minimum weight of 1, else players can't pick up armor. # # default values: 10 and TRUE. # # armor_speed_improvement and armor_speed_linear do the same for speed increase. # default values: 10 and TRUE #armor_max_enchant 5 #armor_weight_reduction 10 #armor_weight_linear TRUE #armor_speed_improvement 10 #armor_speed_linear TRUE # disable stealing from other players, if you wish to enable stealing from other players # then replace the below with: no_player_stealing FALSE no_player_stealing TRUE