Difference for include/config.h from version 1.6 to 1.7


version 1.6 version 1.7
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 /*  /*
  * static char *rcsid_config_h =   * static char *rcsid_config_h =
  *   "$Id: config.h,v 1.6 2000/06/21 05:03:47 cvs Exp $";   *   "$Id: config.h,v 1.7 2000/08/02 06:04:49 cvs Exp $";
  */   */
   
 /*  /*
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  * Short list of features, and what to search for:   * Short list of features, and what to search for:
  * ALCHEMY - enables alchemy code   * ALCHEMY - enables alchemy code
  * ALLOW_SKILLS - enables skills code.   * ALLOW_SKILLS - enables skills code.
    * BALANCED_STAT_LOSS - Based death stat depletion on level etc?
  * CASTING_TIME - makes spells take time to cast   * CASTING_TIME - makes spells take time to cast
  * CS_LOGSTATS - log various new client/server data.   * CS_LOGSTATS - log various new client/server data.
  * DEBUG - more verbose message logging?   * DEBUG - more verbose message logging?
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  * SPELL_* - various spell related options   * SPELL_* - various spell related options
  * STAT_LOSS_ON_DEATH - toggle between stat loss or stat depletion   * STAT_LOSS_ON_DEATH - toggle between stat loss or stat depletion
  * USE_LIGHTING - enable light/darkness & light sources   * USE_LIGHTING - enable light/darkness & light sources
    * USE_PERMANENT_EXPERIENCE - allow players to accumulate permanent experience?
  * USE_SWAP_STATS - allows stat swapping for new characters   * USE_SWAP_STATS - allows stat swapping for new characters
  * WATCHDOG - allows use of an external watchdog program   * WATCHDOG - allows use of an external watchdog program
  *   *
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   /* Use balanced stat loss code?
    * This code is a little more merciful with repeated stat loss at lower
    * levels. Basically, the more stats you have lost, the less likely that
    * you will lose more. Additionally, lower level characters are shown
    * a lot more mercy (there are caps on how much of a stat you can lose too).
    * On the nasty side, if you are higher level, you can lose mutiple stats
    * _at_once_ and are shown less mercy when you die. But when you're higher
    * level, it is much easier to buy back your stats with potions.
    * Turn this on if you want death-based stat loss to be more merciful
    * at low levels and more cruel at high levels.
    * Only works when stats are depleted rather than lost. This option has
    * no effect if you are using genuine stat loss.
    *
    * The BALSL_.. values control this behaviour.
    * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
    * the character level is divided by that value, and that is how many
    * stats are lost.
    *
    * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
    * basically, level/max_loss_ratio is the most a stat can be depleted.
    *
    * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
    * The chance not to lose a stat is
    * depleteness^2 / (depletedness^2+ level/ratio).
    * ie, if the stats current depleted value is 2 and the character is level
    * 15, the chance not to lose the stat is 4/(4+3) or 4/7.  The higher the
    * level, the more likely it is a stat can get really depleted, but
    * this gets more offset as the stat gets more depleted.
    *
    */
   /* GD */
   
   #define BALANCED_STAT_LOSS FALSE
   #define BALSL_LOSS_CHANCE_RATIO    4
   #define BALSL_NUMBER_LOSSES_RATIO  6
   #define BALSL_MAX_LOSS_RATIO       2
   
 /* casting times for spells, if you have this defined then it takes a  /* casting times for spells, if you have this defined then it takes a
  * specific amount of time for a spell to go off. You may attack or   * specific amount of time for a spell to go off. You may attack or
  * be hit during this time, and this will cause you to lose the spell.   * be hit during this time, and this will cause you to lose the spell.
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 #define USE_LIGHTING  #define USE_LIGHTING
   
   /* Use permanent experience code?
    * This code allows players to build up a small amount of 'permanent
    * experience' which reduces the effect of large experience drains, such as
    * death. This makes multiple frequent deaths less devastating, and also
    * ensures that any character will make some gradual progress even if they
    * die all of the time.
    * A nice option if your keep dying due to massive client/server lags despite
    * playing well... or you like to swim well outside of your depth. :)
    *
    * The PERM_EXP values adjust the behaviour of this option - if
    * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning.  If it
    * 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)
    * gain ratio is pretty much meaningless until exp has been lost, as until
    * that poin, the minimum ratio will be used.
    * 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
    * closer.  However, after about half a dozen hits, pretty much all the
    * exp that can be lost has been lost, and after that, only minor loss
    * will occur.
    */
   /* GD */
   
   #define USE_PERMANENT_EXPERIENCE FALSE
   #define PERM_EXP_MINIMUM_RATIO        0.25f
   #define PERM_EXP_GAIN_RATIO           0.10f
   #define PERM_EXP_MAX_LOSS_RATIO       0.50f
   
 /*  /*
  * SWAP_STATS is fixed now - rgg.   * SWAP_STATS is fixed now - rgg.
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 /*#define BACKUP_SAVE_AT_HOME*/  /*#define BACKUP_SAVE_AT_HOME*/
   
   
   
   


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line(s) removed in v.1.6 
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