ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/lib/settings
Revision: 1.12
Committed: Thu Apr 15 22:03:23 2010 UTC (14 years, 1 month ago) by root
Branch: MAIN
CVS Tags: rel-3_0
Changes since 1.11: +1 -34 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 # This file is used various system settings. It removes the need for
2 # some config.h files. Format is:
3 # variable<space>value which can have spaces
4 #
5 # Lines starting with # are comments.
6 #
7 # Some fields may be numeric, other string. The program will skip over
8 # spaces after the setting.
9 #
10
11 # item_power_factor is the relation of how the players equipped item_power
12 # total relates to there overall level. If 1.0, then sum of the characters
13 # equipped item's item_power can not be greater than their overall level.
14 # if 2.0, then that sum can not exceed twice the character overall level.
15 # by setting this to a high enough value, you can effectively disable
16 # the item_power code.
17
18 item_power_factor 1.25
19
20 # Makes death non permanent. If enabled and you die, you lose a bunch of
21 # exp, a random stat, and go back to starting town.
22 # If not defined, if you die, you are dead. If an a multiplayer server,
23 # resurrection may be possible
24 #
25 # This option changes the game significantly one way or the other - it makes
26 # adventuring right at the edge of death something more reasonable to do
27 # (death still hurts here). On the other hand, it certainly makes the
28 # game a bit safer and easier.
29 # not_permadeth true
30
31 # define resurrection if you want to let players bring other players
32 # back to life via some spells. If resurrection is undefined, then a
33 # death is permanent. NOTE: resurrection (either defined or undefined)
34 # has no meaning if not_permadeth is true.
35
36 resurrection false
37
38 # set the following if you wish to allow players to set their title
39 # and to save it on the disk. There really isn't much reason not
40 # allow players to set this.
41
42 set_title true
43
44
45 # Enables the 'search-item command; a method to find equipment
46 # in shops. Like set_title, probably no reason to ever disable this.
47
48 search_items true
49
50 # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
51 # you have a chance of fumbling your spellcasting with this on. More
52 # armors/weapons, higher chance of failure. If this is false, then
53 # you can basically always cast a spell, no matter what you are wearing.
54
55 spell_encumbrance true
56
57 # spell_failure_effects only has meaning if spell_encumbrance is true.
58 # What it does, is that when the player fails a spell, various effects
59 # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
60 # I disabled it because I think it would make life much too hazardous
61 # for low level casters. They either need to wear light armor (which
62 # means that they will get pounded on by monsters), or will get
63 # confused/paralyzed/other effects often. High level casters would
64 # be mostly unaffected, since they would be casting spells that are
65 # below their level.
66 # Note- it seems that you still get some failure effects even with this
67 # not defined - most notably when reading scrolls and fail to read
68 # them properly.
69 #
70
71 spell_failure_effects false
72
73 # spellpoint_level_depend -- Causes the spellpoint cost
74 # of spells to vary with their power. Spells that become very
75 # powerful at high level cost more. The damage/time of
76 # characters increases though.
77
78 spellpoint_level_depend true
79
80 # Set this to false if you don't want characters to loose a random stat when
81 # they die - instead, they just get depleted.
82 # Setting it to true keeps the old behaviour. This can be
83 # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
84
85 stat_loss_on_death false
86
87 # This makes repeated stat loss at lower levels more merciful. Basically,
88 # the more stats you have lost, the less likely that
89 # you will lose more. Additionally, lower level characters are shown
90 # a lot more mercy (there are caps on how much of a stat you can lose too).
91 # On the nasty side, if you are higher level, you can lose multiple stats
92 # _at_once_ and are shown less mercy when you die. But when you're higher
93 # level, it is much easier to buy back your stats with potions.
94 # Turn this on if you want death-based stat loss to be more merciful
95 # at low levels and more cruel at high levels.
96 # Only works when stats are depleted rather than lost. This option has
97 # no effect if you are using genuine stat loss.
98
99 balanced_stat_loss false
100
101 # This defines how much of a player's experience should be 'permanent' and
102 # not able to be lost on death. A high value makes multiple frequent deaths
103 # less devastating, and also ensures that any character will make some
104 # gradual progress even if they die all of the time. This value is the minimum
105 # amount of a player's exp that can ever be 'permanent' so setting this to 0
106 # would allow all exp to be lost, and setting it to 100 would stop exp loss
107 # entirely (the same effect would be achieved by setting the two
108 # death_penalty settings below to 0).
109
110 permanent_experience_percentage 25
111
112 # When a player dies, they lose a proportion of their experience, which is
113 # defined by the following two values. They will lose either
114 # death_penalty_percentage% of their experience, or no more than
115 # death_penalty_levels levels, or half of their non-permenent experience,
116 # whichever is the least of these. Note that this is calculated per-skill,
117 # so which method is used could vary for different skills.
118
119 death_penalty_percentage 20
120 death_penalty_levels 3
121
122 # This is the penalty to luck that is given to a player who kills another
123 # player (PK's). The value here is deducted from their luck value, so set this
124 # high to discourage PK-ing and zero (or negative) to encourage it.
125 # Range is limited to -100 to 100, since this is the value range that the luck
126 # stat can be within.
127
128 pk_luck_penalty 1
129
130 # This allows reduced damage against other players when in
131 # peaceful mode. The value is the percent of damage done
132 # compared to normal. This does not change damage done
133 # by not targeted things like walls, explosions, cone spells, disease, poison...
134
135 set_friendly_fire 5
136
137 # This deals with armor enchantment.
138 #
139 # armor_max_enchant: maximum enchantments an armor will take.
140 # default: 5
141 #
142 # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
143 # * when armor_weight_linear is TRUE, armor weight is
144 # 'base weight - armor enchantment * armor_weight_reduction'
145 # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
146 # per enchantment.
147 #
148 # example:
149 # * with 10 and TRUE, if armor base weight is 100, it'll become:
150 # 100 -> 90 -> 80 -> 70 -> 60 -> ...
151 # * with 10 and FALSE, it'll be:
152 # 100 -> 90 -> 81 -> 73 -> 66 -> ...
153 #
154 # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
155 #
156 # default values: 10 and TRUE.
157 #
158 # armor_speed_improvement and armor_speed_linear do the same for speed increase.
159 # default values: 10 and TRUE
160
161 #armor_max_enchant 5
162 #armor_weight_reduction 10
163 #armor_weight_linear TRUE
164 #armor_speed_improvement 10
165 #armor_speed_linear TRUE
166