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/cvs/deliantra/server/lib/settings
Revision: 1.9
Committed: Thu May 17 14:14:55 2007 UTC (17 years ago) by root
Branch: MAIN
CVS Tags: rel-2_2, rel-2_3, rel-2_1
Changes since 1.8: +0 -30 lines
Log Message:
remove superfluous/broken settings and related code

- COZY_SERVER:
  enabled most msall adjustments, changed digestion formula to the original one,
  party member treament w.r.t. pets enforced.
- PROHIBIT_PLAYERKILL: default
- real_wiz: removed and enforced
- create_home_portals: removed and enforced
- casting_time: removed and forced to be off (was crashing anyways)
- was_wiz flag removed and treated as off usually unless it was used
  in place of flag_wiz.
- do not save or restore wiz, wizcast and wizpass flags.

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 # values for the new big worldmap, and weather. Only use if you are using the
12 # new bigmap.
13 #
14
15 worldmapstartx 100
16 worldmapstarty 100
17 worldmaptilesx 30
18 worldmaptilesy 30
19 worldmaptilesizex 50
20 worldmaptilesizey 50
21
22 # dynamiclevel sets the level of change on the worldmaps, this should be 0
23 # unless you are using bigworld maps (or set up the above values properly for your maps)
24 # and want to run weather. Differnet values increase the amount of dynamism from
25 # weather to growth to erosion. (see documents for more info).
26 # If dynamiclevel is not 0, first run of the server will generate the weather maps
27 # which could be a lengthy process.
28
29 dynamiclevel 0
30 fastclock 0
31
32 # item_power_factor is the relation of how the players equipped item_power
33 # total relates to there overall level. If 1.0, then sum of the characters
34 # equipped item's item_power can not be greater than their overall level.
35 # if 2.0, then that sum can not exceed twice the character overall level.
36 # by setting this to a high enough value, you can effectively disable
37 # the item_power code.
38
39 item_power_factor 1.0
40
41 # See notes for most of these in include/config.h
42
43 # dm_mail your_email@addr.here
44
45 # Makes death non permanent. If enabled and you die, you lose a bunch of
46 # exp, a random stat, and go back to starting town.
47 # If not defined, if you die, you are dead. If an a multiplayer server,
48 # resurrection may be possible
49 #
50 # This option changes the game significantly one way or the other - it makes
51 # adventuring right at the edge of death something more reasonable to do
52 # (death still hurts here). On the other hand, it certainly makes the
53 # game a bit safer and easier.
54 # not_permadeth true
55
56 # define resurrection if you want to let players bring other players
57 # back to life via some spells. If resurrection is undefined, then a
58 # death is permanent. NOTE: resurrection (either defined or undefined)
59 # has no meaning if not_permadeth is true.
60
61 resurrection false
62
63 # set the following if you wish to allow players to set their title
64 # and to save it on the disk. There really isn't much reason not
65 # allow players to set this.
66
67 set_title true
68
69
70 # Enables the 'search-item command; a method to find equipment
71 # in shops. Like set_title, probably no reason to ever disable this.
72
73 search_items true
74
75 # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
76 # you have a chance of fumbling your spellcasting with this on. More
77 # armors/weapons, higher chance of failure. If this is false, then
78 # you can basically always cast a spell, no matter what you are wearing.
79
80 spell_encumbrance true
81
82 # spell_failure_effects only has meaning if spell_encumbrance is true.
83 # What it does, is that when the player fails a spell, various effects
84 # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
85 # I disabled it because I think it would make life much too hazardous
86 # for low level casters. They either need to wear light armor (which
87 # means that they will get pounded on by monsters), or will get
88 # confused/paralyzed/other effects often. High level casters would
89 # be mostly unaffected, since they would be casting spells that are
90 # below their level.
91 # Note- it seems that you still get some failure effects even with this
92 # not defined - most notably when reading scrolls and fail to read
93 # them properly.
94 #
95
96 spell_failure_effects false
97
98 # Name of the motd file - really no reason to change this.
99 motd motd
100
101 # spellpoint_level_depend -- Causes the spellpoint cost
102 # of spells to vary with their power. Spells that become very
103 # powerful at high level cost more. The damage/time of
104 # characters increases though.
105
106 spellpoint_level_depend true
107
108 # This should only be set on private single player servers - basically,
109 # it lets you wander around with no penalty if you die, but otherwise
110 # doesn't give any extra powers, like the wiz has. If in explore
111 # mode, your characters score is not recorded. However, to prevent
112 # abuses, if in explore mode, no other players can join (as they
113 # would not be in explore mode, so they could be abused by a player
114 # in explore mode.
115
116 explore_mode false
117
118 # Set this to false if you don't want characters to loose a random stat when
119 # they die - instead, they just get depleted.
120 # Setting it to true keeps the old behaviour. This can be
121 # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
122
123 stat_loss_on_death false
124
125 # This makes repeated stat loss at lower levels more merciful. Basically,
126 # the more stats you have lost, the less likely that
127 # you will lose more. Additionally, lower level characters are shown
128 # a lot more mercy (there are caps on how much of a stat you can lose too).
129 # On the nasty side, if you are higher level, you can lose multiple stats
130 # _at_once_ and are shown less mercy when you die. But when you're higher
131 # level, it is much easier to buy back your stats with potions.
132 # Turn this on if you want death-based stat loss to be more merciful
133 # at low levels and more cruel at high levels.
134 # Only works when stats are depleted rather than lost. This option has
135 # no effect if you are using genuine stat loss.
136
137 balanced_stat_loss false
138
139 # This defines how much of a player's experience should be 'permanent' and
140 # not able to be lost on death. A high value makes multiple frequent deaths
141 # less devastating, and also ensures that any character will make some
142 # gradual progress even if they die all of the time. This value is the minimum
143 # amount of a player's exp that can ever be 'permanent' so setting this to 0
144 # would allow all exp to be lost, and setting it to 100 would stop exp loss
145 # entirely (the same effect would be achieved by setting the two
146 # death_penalty settings below to 0).
147
148 permanent_experience_percentage 25
149
150 # When a player dies, they lose a proportion of their experience, which is
151 # defined by the following two values. They will lose either
152 # death_penalty_percentage% of their experience, or no more than
153 # death_penalty_levels levels, or half of their non-permenent experience,
154 # whichever is the least of these. Note that this is calculated per-skill,
155 # so which method is used could vary for different skills.
156
157 death_penalty_percentage 20
158 death_penalty_levels 3
159
160 # This is the penalty to luck that is given to a player who kills another
161 # player (PK's). The value here is deducted from their luck value, so set this
162 # high to discourage PK-ing and zero (or negative) to encourage it.
163 # Range is limited to -100 to 100, since this is the value range that the luck
164 # stat can be within.
165
166 pk_luck_penalty 1
167
168 # This allows reduced damage against other players when in
169 # peaceful mode. The value is the percent of damage done
170 # compared to normal. This does not change damage done
171 # by not targeted things like walls, explosions, cone spells, disease, poison...
172
173 set_friendly_fire 5
174
175 # This deals with armor enchantment.
176 #
177 # armor_max_enchant: maximum enchantments an armor will take.
178 # default: 5
179 #
180 # armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
181 # * when armor_weight_linear is TRUE, armor weight is
182 # 'base weight - armor enchantment * armor_weight_reduction'
183 # * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
184 # per enchantment.
185 #
186 # example:
187 # * with 10 and TRUE, if armor base weight is 100, it'll become:
188 # 100 -> 90 -> 80 -> 70 -> 60 -> ...
189 # * with 10 and FALSE, it'll be:
190 # 100 -> 90 -> 81 -> 73 -> 66 -> ...
191 #
192 # Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
193 #
194 # default values: 10 and TRUE.
195 #
196 # armor_speed_improvement and armor_speed_linear do the same for speed increase.
197 # default values: 10 and TRUE
198
199 #armor_max_enchant 5
200 #armor_weight_reduction 10
201 #armor_weight_linear TRUE
202 #armor_speed_improvement 10
203 #armor_speed_linear TRUE
204
205 # location of the log file
206 logfilename /var/log/crossfire/logfile