version 1.69 | | version 1.70 |
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/* | | /* |
* static char *rcsid_config_h = | | * static char *rcsid_config_h = |
* "$Id: config.h,v 1.69 2005/10/29 09:34:02 ryo_saeba Exp $"; | | * "$Id: config.h,v 1.70 2006/03/07 18:46:25 cavesomething Exp $"; |
*/ | | */ |
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/* | | /* |
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Simply the defaults. */ | | Simply the defaults. */ |
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#define BALANCED_STAT_LOSS FALSE | | #define BALANCED_STAT_LOSS FALSE |
#define USE_PERMANENT_EXPERIENCE FALSE | | #define PERMANENT_EXPERIENCE_RATIO 25 |
| | #define DEATH_PENALTY_RATIO 20 |
| | #define DEATH_PENALTY_LEVEL 3 |
#define SET_TITLE TRUE | | #define SET_TITLE TRUE |
#define SIMPLE_EXP TRUE | | #define SIMPLE_EXP TRUE |
#define SPELLPOINT_LEVEL_DEPEND TRUE | | #define SPELLPOINT_LEVEL_DEPEND TRUE |
| | |
#define PARTY_KILL_LOG 20 | | #define PARTY_KILL_LOG 20 |
*/ | | */ |
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/* Use permanent experience code? | | /* |
* This code allows players to build up a small amount of 'permanent | | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
* experience' which reduces the effect of large experience drains, such as | | * the setting permanent_experience_percentage is zero, these values have |
* death. This makes multiple frequent deaths less devastating, and also | | * no meaning. The value in the settings file is the percentage of the |
* ensures that any character will make some gradual progress even if they | | * experience that is permenent, the rest could be lost on death. When dying, |
* die all of the time. | | * the greatest amount of non-permenent exp it is possible to lose at one time |
* A nice option if your keep dying due to massive client/server lags despite | | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
* playing well... or you like to swim well outside of your depth. :) | | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
* | | * experience goes to the permanent value. This does not detract from total |
* The PERM_EXP values adjust the behaviour of this option - if | | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
* USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it | | * 10 to the permanent value). |
* is on, the minimum ratio is the minimum amount of permanent exp relative | | |
* to the total exp in the skill (ie, at a default of .25, if you had 100 | | |
* experience, at least 25 of it would be permanent). The gain ratio | | |
* is how much of experienced experience goes to the permanent value. | | |
* This does not detract from total exp gain (ie, if you gained 100 exp, | | |
* 100 would go to the skill total and 10 to the permanent value). | | |
* the loss ratio is the maximum amount of experience that can be lost | | |
* in any one hit - this is calculated as total exp - perm exp * loss ratio. | | |
* | | * |
* A few thoughts on these default value (by MSW) | | * A few thoughts on these default value (by MSW) |
* gain ratio is pretty much meaningless until exp has been lost, as until | | * gain ratio is pretty much meaningless until exp has been lost, as until |
* that poin, the minimum ratio will be used. | | * that poin, the value in the settings file will be used. |
* It is also impossible for the exp to actually be reduced to the permanent | | * It is also impossible for the exp to actually be reduced to the permanent |
* exp ratio - since the loss ratio is .5, it will just get closer and | | * exp ratio - since the loss ratio is .5, it will just get closer and |
* closer. However, after about half a dozen hits, pretty much all the | | * closer. However, after about half a dozen hits, pretty much all the |
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*/ | | */ |
/* GD */ | | /* GD */ |
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#define PERM_EXP_MINIMUM_RATIO 0.25f | | |
#define PERM_EXP_GAIN_RATIO 0.10f | | #define PERM_EXP_GAIN_RATIO 0.10f |
#define PERM_EXP_MAX_LOSS_RATIO 0.50f | | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
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