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 |
# Enables the 'search-item command; a method to find equipment |
45 |
# in shops. Like set_title, probably no reason to ever disable this. |
46 |
|
47 |
search_items true |
48 |
|
49 |
# SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour, |
50 |
# you have a chance of fumbling your spellcasting with this on. More |
51 |
# armors/weapons, higher chance of failure. If this is false, then |
52 |
# you can basically always cast a spell, no matter what you are wearing. |
53 |
|
54 |
spell_encumbrance true |
55 |
|
56 |
# spell_failure_effects only has meaning if spell_encumbrance is true. |
57 |
# What it does, is that when the player fails a spell, various effects |
58 |
# will happen (player is paralyzed, confused, wonder spell is cast, etc.) |
59 |
# I disabled it because I think it would make life much too hazardous |
60 |
# for low level casters. They either need to wear light armor (which |
61 |
# means that they will get pounded on by monsters), or will get |
62 |
# confused/paralyzed/other effects often. High level casters would |
63 |
# be mostly unaffected, since they would be casting spells that are |
64 |
# below their level. |
65 |
# Note- it seems that you still get some failure effects even with this |
66 |
# not defined - most notably when reading scrolls and fail to read |
67 |
# them properly. |
68 |
|
69 |
spell_failure_effects false |
70 |
|
71 |
# spellpoint_level_depend -- Causes the spellpoint cost |
72 |
# of spells to vary with their power. Spells that become very |
73 |
# powerful at high level cost more. The damage/time of |
74 |
# characters increases though. |
75 |
|
76 |
spellpoint_level_depend true |
77 |
|
78 |
# Set this to false if you don't want characters to loose a random stat when |
79 |
# they die - instead, they just get depleted. |
80 |
# Setting it to true keeps the old behaviour. This can be |
81 |
# changed at run time via -stat_loss_on_death or +stat_loss_on_death. |
82 |
|
83 |
stat_loss_on_death false |
84 |
|
85 |
# This makes repeated stat loss at lower levels more merciful. Basically, |
86 |
# the more stats you have lost, the less likely that |
87 |
# you will lose more. Additionally, lower level characters are shown |
88 |
# a lot more mercy (there are caps on how much of a stat you can lose too). |
89 |
# On the nasty side, if you are higher level, you can lose multiple stats |
90 |
# _at_once_ and are shown less mercy when you die. But when you're higher |
91 |
# level, it is much easier to buy back your stats with potions. |
92 |
# Turn this on if you want death-based stat loss to be more merciful |
93 |
# at low levels and more cruel at high levels. |
94 |
# Only works when stats are depleted rather than lost. This option has |
95 |
# no effect if you are using genuine stat loss. |
96 |
|
97 |
balanced_stat_loss false |
98 |
|
99 |
# This defines how much of a player's experience should be 'permanent' and |
100 |
# not able to be lost on death. A high value makes multiple frequent deaths |
101 |
# less devastating, and also ensures that any character will make some |
102 |
# gradual progress even if they die all of the time. This value is the minimum |
103 |
# amount of a player's exp that can ever be 'permanent' so setting this to 0 |
104 |
# would allow all exp to be lost, and setting it to 100 would stop exp loss |
105 |
# entirely (the same effect would be achieved by setting the two |
106 |
# death_penalty settings below to 0). |
107 |
|
108 |
permanent_experience_percentage 25 |
109 |
|
110 |
# When a player dies, they lose a proportion of their experience, which is |
111 |
# defined by the following two values. They will lose either |
112 |
# death_penalty_percentage% of their experience, or no more than |
113 |
# death_penalty_levels levels, or half of their non-permenent experience, |
114 |
# whichever is the least of these. Note that this is calculated per-skill, |
115 |
# so which method is used could vary for different skills. |
116 |
|
117 |
death_penalty_percentage 20 |
118 |
death_penalty_levels 3 |
119 |
|
120 |
# This is the penalty to luck that is given to a player who kills another |
121 |
# player (PK's). The value here is deducted from their luck value, so set this |
122 |
# high to discourage PK-ing and zero (or negative) to encourage it. |
123 |
# Range is limited to -100 to 100, since this is the value range that the luck |
124 |
# stat can be within. |
125 |
|
126 |
pk_luck_penalty 1 |
127 |
|
128 |
# This allows reduced damage against other players when in |
129 |
# peaceful mode. The value is the percent of damage done |
130 |
# compared to normal. This does not change damage done |
131 |
# by not targeted things like walls, explosions, cone spells, disease, poison... |
132 |
|
133 |
set_friendly_fire 5 |
134 |
|
135 |
# This deals with armor enchantment. |
136 |
# |
137 |
# armor_max_enchant: maximum enchantments an armor will take. |
138 |
# default: 5 |
139 |
# |
140 |
# armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced: |
141 |
# * when armor_weight_linear is TRUE, armor weight is |
142 |
# 'base weight - armor enchantment * armor_weight_reduction' |
143 |
# * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction % |
144 |
# per enchantment. |
145 |
# |
146 |
# example: |
147 |
# * with 10 and TRUE, if armor base weight is 100, it'll become: |
148 |
# 100 -> 90 -> 80 -> 70 -> 60 -> ... |
149 |
# * with 10 and FALSE, it'll be: |
150 |
# 100 -> 90 -> 81 -> 73 -> 66 -> ... |
151 |
# |
152 |
# Note that the code will enforce a minimum weight of 1, else players can't pick up armor. |
153 |
# |
154 |
# default values: 10 and TRUE. |
155 |
# |
156 |
# armor_speed_improvement and armor_speed_linear do the same for speed increase. |
157 |
# default values: 10 and TRUE |
158 |
|
159 |
#armor_max_enchant 5 |
160 |
#armor_weight_reduction 10 |
161 |
#armor_weight_linear TRUE |
162 |
#armor_speed_improvement 10 |
163 |
#armor_speed_linear TRUE |
164 |
|