Difference for lib/settings from version 1.8 to 1.9


version 1.8 version 1.9
Line 32
 
Line 32
 # dynamiclevel 0  # dynamiclevel 0
 # fastclock 0  # fastclock 0
 # dm_mail your_email@addr.here  # dm_mail your_email@addr.here
   
   # Makes death non permanent.  If enabled and you die, you lose a bunch of
   # exp, a random stat, and go back to starting town.
   # If not defined, if you die, you are dead.  If an a multiplayer server,
   # resurrection may be possible
   #
   # This option changes the game significantly one way or the other - it makes
   # adventuring right at the edge of death something more reasonable to do
   # (death still hurts here).  On the other hand, it certainly makes the
   # game a bit safer and easier.
 not_permadeth true  not_permadeth true
   
   # define resurrection if you want to let players bring other players
   # back to life via some spells.  If resurrection is undefined, then a
   # death is permanent.  NOTE: resurrection (either defined or undefined)
   # has no meaning if not_permadeth is true.
   
 resurrection false  resurrection false
   
   # set the following if you wish to allow players to set their title
   # and to save it on the disk.  There really isn't much reason not
   # allow players to set this.
   
 set_title true  set_title true
   
   
   # Enables the 'search-item command; a method to find equipment
   # in shops.  Like set_title, probably no reason to ever disable this.
   
 search_items true  search_items true
   
   # SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
   # you have a chance of fumbling your spellcasting with this on.  More
   # armors/weapons, higher chance of failure.  If this is false, then
   # you can basically always cast a spell, no matter what you are wearing.
   
 spell_encumbrance true  spell_encumbrance true
   
   # spell_failure_effects only has meaing if spell_encumbrance is true.
   # What it does, is that when the player fails a spell, various effects
   # will happen (player is paralyzed, confused, wonder spell is cast, etc.)
   # I disabled it because I think it would make life much too hazardous
   # for low level casters.  They either need to wear light armor (which
   # means that they will get pounded on by monsters), or will get
   # confused/paralyzed/other effects often.  High level casters would
   # be mostly unaffected, since they would be casting spells that are
   # below their level.
   # Note-  it seems that you still get some failur effects even with this
   # not defined - most notably when reading scrolls and fail to read
   # them properly.
   #
   
 spell_failure_effects false  spell_failure_effects false
   
   # 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
   # be hit during this time, and this will cause you to lose the spell.
   # I commented this out on my copy - I don't like the 'double clutch'
   # needed to cast it (first direction key starts casting, the
   # next actually puts the spell into effect.)  It could perhaps
   # be changed so that the initial direction is where it goes, and it
   # is cast automatically in that direction (so only 1 key is needed.)
   # But this could be undesirable as various things move while you cast it.
   # this also slows down the rate you can cast spells considerably.
   
 casting_time false  casting_time false
   
   # Name of the motd file - really no reason to change this.
 motd motd  motd motd
   
   # Calling this real_Wiz is probably not really good.  Something like
   # mud_wiz might be a better name.
   #
   # Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
   # are not set - instead, wizard created/manipulated objects appear as
   # normal objects.  This makes the wizard a little more mudlike, since
   # object manipulations will be usable for other objects.
   
 real_wiz true  real_wiz true
   
   # Set this if you want the temporary maps to be saved and reused across
   # crossfire runs.  This can be especially useful for single player
   # servers, but even holds use for multiplayer servers - you can
   # restart a public server, and not have all the maps reset
   # The file temp_maps  is updated each time a temp map is updated.
   # Note that the file used to store this information is stored in
   # the LIB directory.  Running multiple crossfires with the same LIB
   # directory will cause serious problems, simply because in order for
   # this to really work, the filename must be constant so the next run
   # knows where to find the information.
   
 recycle_tmp_maps false  recycle_tmp_maps false
   
   # spellpoint_level_depend  --  Causes the spellpoint cost
   # of spells to vary with their power.  Spells that become very
   # powerful at high level cost more.  The damage/time of
   # characters increases though.
   
 spellpoint_level_depend true  spellpoint_level_depend true
   
   # This should only be set on private single player servers - basically,
   # it lets you wander around with no penalty if you die, but otherwise
   # doesn't give any extra powers, like the wiz has.  If in explore
   # mode, your characters score is not recorded.  However, to prevent
   # abuses, if in explore mode, no other players can join (as they
   # would not be in explore mode, so they could be abused by a player
   # in explore mode.
   
 explore_mode false  explore_mode false
   
   # Set this to false if you don't want characters to loose a random stat when
   # they die - instead, they just get depleted.
   # Setting it to true keeps the old behaviour.  This can be
   # changed at run time via -stat_loss_on_death or +stat_loss_on_death.
   
 stat_loss_on_death false  stat_loss_on_death false
 use_permanent_experience false  
   # This makes repeated stat loss at lower levels more mercifull. 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.
   
 balanced_stat_loss false  balanced_stat_loss false
   
   # This 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. :)
   
   use_permanent_experience false
   


Legend:
line(s) removed in v.1.8 
line(s) changed
 line(s) added in v.1.9

File made using version 1.98 of cvs2html by leaf at 2011-07-21 19:03