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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/* | | /* |
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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 |
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/* | | /* |
* 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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