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/cvs/deliantra/server/lib/settings
Revision: 1.13
Committed: Fri Jun 18 17:31:22 2010 UTC (13 years, 10 months ago) by root
Branch: MAIN
CVS Tags: rel-3_1, HEAD
Changes since 1.12: +0 -2 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 # 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