version 1.22 | | version 1.23 |
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# and want to run weather. Differnet values increase the amount of dynamism from | | # and want to run weather. Differnet values increase the amount of dynamism from |
# weather to growth to erosion. (see documents for more info). | | # weather to growth to erosion. (see documents for more info). |
# If dynamiclevel is not 0, first run of the server will generate the weather maps | | # If dynamiclevel is not 0, first run of the server will generate the weather maps |
# which could be a lenghtly process. | | # which could be a lengthy process. |
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dynamiclevel 0 | | dynamiclevel 0 |
fastclock 0 | | fastclock 0 |
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# %M the map name of the map the character is currently on | | # %M the map name of the map the character is currently on |
# %r the short region name (as shown by mapinfo) | | # %r the short region name (as shown by mapinfo) |
# %R the formal region title.(as shown by whereami) | | # %R the formal region title.(as shown by whereami) |
# %i player's ip adress | | # %i player's ip address |
# %% a literal % | | # %% a literal % |
# %_ a literal underscore | | # %_ a literal underscore |
# | | # |
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who_format %N %T%t%h%d%n[%m] | | who_format %N %T%t%h%d%n[%m] |
who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) | | who_wiz_format %N %T%t%h%d%nLevel %l [%m](@%i)(%c) |
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# See notes for most of thse in include/config.h | | # See notes for most of these in include/config.h |
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# dm_mail your_email@addr.here | | # dm_mail your_email@addr.here |
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spell_encumbrance true | | spell_encumbrance true |
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# spell_failure_effects only has meaing if spell_encumbrance is true. | | # spell_failure_effects only has meaning if spell_encumbrance is true. |
# What it does, is that when the player fails a spell, various effects | | # What it does, is that when the player fails a spell, various effects |
# will happen (player is paralyzed, confused, wonder spell is cast, etc.) | | # will happen (player is paralyzed, confused, wonder spell is cast, etc.) |
# I disabled it because I think it would make life much too hazardous | | # I disabled it because I think it would make life much too hazardous |
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# confused/paralyzed/other effects often. High level casters would | | # confused/paralyzed/other effects often. High level casters would |
# be mostly unaffected, since they would be casting spells that are | | # be mostly unaffected, since they would be casting spells that are |
# below their level. | | # below their level. |
# Note- it seems that you still get some failur effects even with this | | # Note- it seems that you still get some failure effects even with this |
# not defined - most notably when reading scrolls and fail to read | | # not defined - most notably when reading scrolls and fail to read |
# them properly. | | # them properly. |
# | | # |
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stat_loss_on_death false | | stat_loss_on_death false |
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# This makes repeated stat loss at lower levels more mercifull. Basically, | | # This makes repeated stat loss at lower levels more merciful. Basically, |
# the more stats you have lost, the less likely that | | # the more stats you have lost, the less likely that |
# you will lose more. Additionally, lower level characters are shown | | # 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). | | # 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 | | # On the nasty side, if you are higher level, you can lose multiple stats |
# _at_once_ and are shown less mercy when you die. But when you're higher | | # _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. | | # 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 | | # Turn this on if you want death-based stat loss to be more merciful |
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balanced_stat_loss false | | balanced_stat_loss false |
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# This allows players to build up a small amount of 'permanent | | # This defines how much of a player's experience should be 'permanent' and |
# experience' which reduces the effect of large experience drains, such as | | # not able to be lost on death. A high value makes multiple frequent deaths |
# death. This makes multiple frequent deaths less devastating, and also | | # less devastating, and also ensures that any character will make some |
# ensures that any character will make some gradual progress even if they | | # gradual progress even if they die all of the time. This value is the minimum |
# die all of the time. | | # amount of a player's exp that can ever be 'permanent' so setting this to 0 |
# A nice option if your keep dying due to massive client/server lags despite | | # would allow all exp to be lost, and setting it to 100 would stop exp loss |
# playing well... or you like to swim well outside of your depth. :) | | # entirely (the same effect would be achieved by setting the two |
| | # death_penalty settings below to 0). |
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| | permanent_experience_percentage 25 |
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| | # When a player dies, they lose a proportion of their experience, which is |
| | # defined by the following two values. They will lose either |
| | # death_penalty_percentage% of their experience, or no more than |
| | # death_penalty_levels levels, or half of their non-permenent experience, |
| | # whichever is the least of these. Note that this is calculated per-skill, |
| | # so which method is used could vary for different skills. |
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use_permanent_experience false | | death_penalty_percentage 20 |
| | death_penalty_levels 3 |
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# This is the penalty to luck that is given to a player who kills another | | # This is the penalty to luck that is given to a player who kills another |
# player (PK's). The value here is deducted from their luck value, so set this | | # player (PK's). The value here is deducted from their luck value, so set this |