version 1.8 | | version 1.9 |
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| | |
# 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 |
| | |