Difference for lib/settings from version 1.22 to 1.23


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.
   
 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)
   
 # See notes for most of thse in include/config.h  # See notes for most of these in include/config.h
   
 # dm_mail your_email@addr.here  # dm_mail your_email@addr.here
   
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 spell_encumbrance true  spell_encumbrance true
   
 # 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
   
 # 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
   
 # 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).
   
   permanent_experience_percentage 25
   
   # 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.
   
 use_permanent_experience false  death_penalty_percentage 20
   death_penalty_levels 3
   
 # 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


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