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/cvs/deliantra/server/lib/settings
Revision: 1.5
Committed: Sun May 21 23:44:14 2006 UTC (18 years ago) by root
Branch: MAIN
CVS Tags: LAST_C_VERSION, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.4: +1 -1 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 # 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
18 metaserver_notification off
19 metaserver_server crossfire.real-time.com
20 metaserver_host put.your.hostname.here
21 metaserver_port 13326
22 metaserver_comment Put a comment here.
23
24 # values for the new big worldmap, and weather. Only use if you are using the
25 # new bigmap.
26 #
27
28 worldmapstartx 100
29 worldmapstarty 100
30 worldmaptilesx 30
31 worldmaptilesy 30
32 worldmaptilesizex 50
33 worldmaptilesizey 50
34
35 # 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)
37 # and want to run weather. Differnet values increase the amount of dynamism from
38 # 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
40 # which could be a lengthy process.
41
42 dynamiclevel 0
43 fastclock 0
44
45 # item_power_factor is the relation of how the players equipped item_power
46 # total relates to there overall level. If 1.0, then sum of the characters
47 # equipped item's item_power can not be greater than their overall level.
48 # if 2.0, then that sum can not exceed twice the character overall level.
49 # by setting this to a high enough value, you can effectively disable
50 # the item_power code.
51
52 item_power_factor 1.0
53
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 address
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
80 who_format *%N %T%t%h%d%n[%m]
81 who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c)
82
83 # See notes for most of these in include/config.h
84
85 # dm_mail your_email@addr.here
86
87 # 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.
89 # If not defined, if you die, you are dead. If an a multiplayer server,
90 # resurrection may be possible
91 #
92 # This option changes the game significantly one way or the other - it makes
93 # adventuring right at the edge of death something more reasonable to do
94 # (death still hurts here). On the other hand, it certainly makes the
95 # game a bit safer and easier.
96 # not_permadeth true
97
98 # define resurrection if you want to let players bring other players
99 # back to life via some spells. If resurrection is undefined, then a
100 # death is permanent. NOTE: resurrection (either defined or undefined)
101 # has no meaning if not_permadeth is true.
102
103 resurrection false
104
105 # set the following if you wish to allow players to set their title
106 # and to save it on the disk. There really isn't much reason not
107 # allow players to set this.
108
109 set_title true
110
111
112 # Enables the 'search-item command; a method to find equipment
113 # in shops. Like set_title, probably no reason to ever disable this.
114
115 search_items true
116
117 # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
118 # you have a chance of fumbling your spellcasting with this on. More
119 # 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.
121
122 spell_encumbrance true
123
124 # 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
126 # 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
128 # 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
130 # confused/paralyzed/other effects often. High level casters would
131 # be mostly unaffected, since they would be casting spells that are
132 # below their level.
133 # 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
135 # them properly.
136 #
137
138 spell_failure_effects false
139
140 # casting times for spells, if you have this defined then it takes a
141 # specific amount of time for a spell to go off. You may attack or
142 # be hit during this time, and this will cause you to lose the spell.
143 # I commented this out on my copy - I don't like the 'double clutch'
144 # needed to cast it (first direction key starts casting, the
145 # next actually puts the spell into effect.) It could perhaps
146 # be changed so that the initial direction is where it goes, and it
147 # is cast automatically in that direction (so only 1 key is needed.)
148 # But this could be undesirable as various things move while you cast it.
149 # this also slows down the rate you can cast spells considerably.
150
151 casting_time false
152
153 # Name of the motd file - really no reason to change this.
154 motd motd
155
156 # Calling this real_Wiz is probably not really good. Something like
157 # mud_wiz might be a better name.
158 #
159 # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
160 # are not set - instead, wizard created/manipulated objects appear as
161 # normal objects. This makes the wizard a little more mudlike, since
162 # manipulated items will be usable by normal players.
163
164 real_wiz true
165
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
177 recycle_tmp_maps false
178
179 # spellpoint_level_depend -- Causes the spellpoint cost
180 # of spells to vary with their power. Spells that become very
181 # powerful at high level cost more. The damage/time of
182 # characters increases though.
183
184 spellpoint_level_depend true
185
186 # This should only be set on private single player servers - basically,
187 # it lets you wander around with no penalty if you die, but otherwise
188 # doesn't give any extra powers, like the wiz has. If in explore
189 # mode, your characters score is not recorded. However, to prevent
190 # abuses, if in explore mode, no other players can join (as they
191 # would not be in explore mode, so they could be abused by a player
192 # in explore mode.
193
194 explore_mode false
195
196 # Set this to false if you don't want characters to loose a random stat when
197 # they die - instead, they just get depleted.
198 # 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.
200
201 stat_loss_on_death false
202
203 # This makes repeated stat loss at lower levels more merciful. Basically,
204 # the more stats you have lost, the less likely that
205 # 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).
207 # 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
209 # 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
211 # at low levels and more cruel at high levels.
212 # Only works when stats are depleted rather than lost. This option has
213 # no effect if you are using genuine stat loss.
214
215 balanced_stat_loss false
216
217 # This defines how much of a player's experience should be 'permanent' and
218 # not able to be lost on death. A high value makes multiple frequent deaths
219 # less devastating, and also ensures that any character will make some
220 # gradual progress even if they die all of the time. This value is the minimum
221 # amount of a player's exp that can ever be 'permanent' so setting this to 0
222 # would allow all exp to be lost, and setting it to 100 would stop exp loss
223 # entirely (the same effect would be achieved by setting the two
224 # death_penalty settings below to 0).
225
226 permanent_experience_percentage 25
227
228 # When a player dies, they lose a proportion of their experience, which is
229 # defined by the following two values. They will lose either
230 # death_penalty_percentage% of their experience, or no more than
231 # death_penalty_levels levels, or half of their non-permenent experience,
232 # whichever is the least of these. Note that this is calculated per-skill,
233 # so which method is used could vary for different skills.
234
235 death_penalty_percentage 20
236 death_penalty_levels 3
237
238 # This is the penalty to luck that is given to a player who kills another
239 # player (PK's). The value here is deducted from their luck value, so set this
240 # high to discourage PK-ing and zero (or negative) to encourage it.
241 # Range is limited to -100 to 100, since this is the value range that the luck
242 # stat can be within.
243
244 pk_luck_penalty 1
245
246 # This allows reduced damage against other players when in
247 # peaceful mode. The value is the percent of damage done
248 # compared to normal. This does not change damage done
249 # by not targeted things like walls, explosions, cone spells, disease, poison...
250
251 set_friendly_fire 5
252
253 # This deals with armor enchantment.
254 #
255 # armor_max_enchant: maximum enchantments an armor will take.
256 # default: 5
257 #
258 # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
259 # * when armor_weight_linear is TRUE, armor weight is
260 # 'base weight - armor enchantment * armor_weight_reduction'
261 # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
262 # per enchantment.
263 #
264 # example:
265 # * with 10 and TRUE, if armor base weight is 100, it'll become:
266 # 100 -> 90 -> 80 -> 70 -> 60 -> ...
267 # * with 10 and FALSE, it'll be:
268 # 100 -> 90 -> 81 -> 73 -> 66 -> ...
269 #
270 # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
271 #
272 # default values: 10 and TRUE.
273 #
274 # armor_speed_improvement and armor_speed_linear do the same for speed increase.
275 # default values: 10 and TRUE
276
277 #armor_max_enchant 5
278 #armor_weight_reduction 10
279 #armor_weight_linear TRUE
280 #armor_speed_improvement 10
281 #armor_speed_linear TRUE
282
283 # disable stealing from other players, if you wish to enable stealing from other players
284 # then replace the below with: no_player_stealing FALSE
285 no_player_stealing TRUE
286
287 # enable creating town portals in homes
288 create_home_portals TRUE