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Revision: 1.13
Committed: Fri Jun 18 17:31:22 2010 UTC (13 years, 11 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

# User Rev Content
1 root 1.1 # 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 root 1.12 item_power_factor 1.25
19 root 1.1
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 elmex 1.3 # spell_failure_effects only has meaning if spell_encumbrance is true.
57 root 1.1 # 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 elmex 1.3 # Note- it seems that you still get some failure effects even with this
66 root 1.1 # 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 elmex 1.3 # This makes repeated stat loss at lower levels more merciful. Basically,
86 root 1.1 # 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 elmex 1.3 # On the nasty side, if you are higher level, you can lose multiple stats
90 root 1.1 # _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 elmex 1.3 # 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 root 1.1
117 elmex 1.3 death_penalty_percentage 20
118     death_penalty_levels 3
119 root 1.1
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