321 lines
13 KiB
Plaintext
321 lines
13 KiB
Plaintext
# This file is used various system settings. It removes the need for
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# some config.h files. Format is:
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# variable<space>value which can have spaces
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#
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# Lines starting with # are comments.
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#
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# Some fields may be numeric, other string. The program will skip over
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# spaces after the setting.
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#
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# metaserver values.
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# notification on/off controls the notification to the metaserver.
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# server and port is the metaserver host and port to connect to.
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# comment is sent to the metaserver. It can be specific settings to on
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# the server, play behaviour, etc.
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# host is the name of this host as we should report it to the metaserver
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metaserver_notification off
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metaserver_server crossfire.real-time.com
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metaserver_host put.your.hostname.here
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metaserver_port 13326
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metaserver_comment Put a comment here.
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# values for the new big worldmap, and weather. Only use if you are using the
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# new bigmap.
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#
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worldmapstartx 100
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worldmapstarty 100
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worldmaptilesx 30
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worldmaptilesy 30
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worldmaptilesizex 50
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worldmaptilesizey 50
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# If this is set, when there is no player, the ingame clock will tick really fast.
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# If not set, it will not move and wait for a player to join.
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fastclock 0
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# item_power_factor is the relation of how the players equipped item_power
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# total relates to there overall level. If 1.0, then sum of the characters
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# equipped item's item_power can not be greater than their overall level.
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# if 2.0, then that sum can not exceed twice the character overall level.
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# by setting this to a high enough value, you can effectively disable
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# the item_power code.
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item_power_factor 1.0
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# Sets the output format for the who command. This is what a player will see
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# about all the other players on the server when they type 'who' The string
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# has escapes that are filled with the relevant values for each character.
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# Currently the following escapes are supported:
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#
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# %N Name of character
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# %t title of character
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# %T the optional "the " sequence value (appended only if player has no own_title)
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# %c count of the player (for dumping/patching)
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# %n newline
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# %h [Hostile] if character is hostile, nothing otherwise
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# %d [WIZ] if character is a dm, nothing otherwise
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# %a [AFK] if character is afk, nothing otherwise
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# %b [BOT] if character is a bot, nothing otherwise
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# %l the level of the character
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# %m the map path the character is currently on
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# %M the map name of the map the character is currently on
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# %r the short region name (as shown by mapinfo)
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# %R the formal region title.(as shown by whereami)
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# %i player's ip address
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# %% a literal %
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# %_ a literal underscore
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#
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# an underscore that is not escaped gives a space (or you can use a real space
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# if you prefer)
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# who_wiz_format is the same but for those with dm powers
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who_format %N %T%t%h%d%a%b%n<%m>
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who_wiz_format %N %T%t%h%d%a%b%nLevel %l <%m>(@%i)(%c)
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# See notes for most of these in include/config.h
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# dm_mail your_email@addr.here
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# Makes death non permanent. If enabled and you die, you lose a bunch of
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# exp, a random stat, and go back to starting town.
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# If not defined, if you die, you are dead. If an a multiplayer server,
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# resurrection may be possible
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#
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# This option changes the game significantly one way or the other - it makes
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# adventuring right at the edge of death something more reasonable to do
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# (death still hurts here). On the other hand, it certainly makes the
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# game a bit safer and easier.
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# not_permadeth true
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# define resurrection if you want to let players bring other players
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# back to life via some spells. If resurrection is undefined, then a
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# death is permanent. NOTE: resurrection (either defined or undefined)
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# has no meaning if not_permadeth is true.
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resurrection false
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# set the following if you wish to allow players to set their title
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# and to save it on the disk. There really isn't much reason not
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# allow players to set this.
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set_title true
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# Enables the 'search-item command; a method to find equipment
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# in shops. Like set_title, probably no reason to ever disable this.
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search_items true
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# SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour,
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# you have a chance of fumbling your spellcasting with this on. More
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# armors/weapons, higher chance of failure. If this is false, then
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# you can basically always cast a spell, no matter what you are wearing.
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spell_encumbrance true
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# spell_failure_effects only has meaning if spell_encumbrance is true.
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# What it does, is that when the player fails a spell, various effects
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# will happen (player is paralyzed, confused, wonder spell is cast, etc.)
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# I disabled it because I think it would make life much too hazardous
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# for low level casters. They either need to wear light armor (which
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# means that they will get pounded on by monsters), or will get
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# confused/paralyzed/other effects often. High level casters would
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# be mostly unaffected, since they would be casting spells that are
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# below their level.
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# Note- it seems that you still get some failure effects even with this
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# not defined - most notably when reading scrolls and fail to read
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# them properly.
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#
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spell_failure_effects false
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# casting times for spells, if you have this defined then it takes a
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# specific amount of time for a spell to go off. You may attack or
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# be hit during this time, and this will cause you to lose the spell.
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# I commented this out on my copy - I don't like the 'double clutch'
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# needed to cast it (first direction key starts casting, the
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# next actually puts the spell into effect.) It could perhaps
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# be changed so that the initial direction is where it goes, and it
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# is cast automatically in that direction (so only 1 key is needed.)
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# But this could be undesirable as various things move while you cast it.
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# this also slows down the rate you can cast spells considerably.
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casting_time false
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# Name of the motd file - really no reason to change this.
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motd motd
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# Calling this real_Wiz is probably not really good. Something like
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# mud_wiz might be a better name.
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#
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# Basically, if real_wiz is set then the WIZ/WAS_WIZ flags for objects
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# are not set - instead, wizard created/manipulated objects appear as
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# normal objects. This makes the wizard a little more mudlike, since
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# manipulated items will be usable by normal players.
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real_wiz true
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# Set this if you want the temporary maps to be saved and reused across
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# crossfire runs. This can be especially useful for single player
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# servers, but even holds use for multiplayer servers - you can
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# restart a public server, and not have all the maps reset
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# The file temp_maps is updated each time a temp map is updated.
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# Note that the file used to store this information is stored in
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# the LIB directory. Running multiple crossfires with the same LIB
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# directory will cause serious problems, simply because in order for
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# this to really work, the filename must be constant so the next run
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# knows where to find the information.
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recycle_tmp_maps false
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# spellpoint_level_depend -- Causes the spellpoint cost
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# of spells to vary with their power. Spells that become very
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# powerful at high level cost more. The damage/time of
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# characters increases though.
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spellpoint_level_depend true
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# This should only be set on private single player servers - basically,
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# it lets you wander around with no penalty if you die, but otherwise
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# doesn't give any extra powers, like the wiz has. If in explore
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# mode, your characters score is not recorded. However, to prevent
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# abuses, if in explore mode, no other players can join (as they
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# would not be in explore mode, so they could be abused by a player
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# in explore mode.
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explore_mode false
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# Set this to false if you don't want characters to loose a random stat when
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# they die - instead, they just get depleted.
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# Setting it to true keeps the old behaviour. This can be
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# changed at run time via -stat_loss_on_death or +stat_loss_on_death.
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stat_loss_on_death false
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# This makes repeated stat loss at lower levels more merciful. Basically,
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# the more stats you have lost, the less likely that
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# you will lose more. Additionally, lower level characters are shown
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# a lot more mercy (there are caps on how much of a stat you can lose too).
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# On the nasty side, if you are higher level, you can lose multiple stats
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# _at_once_ and are shown less mercy when you die. But when you're higher
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# level, it is much easier to buy back your stats with potions.
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# Turn this on if you want death-based stat loss to be more merciful
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# at low levels and more cruel at high levels.
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# Only works when stats are depleted rather than lost. This option has
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# no effect if you are using genuine stat loss.
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balanced_stat_loss false
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# This defines how much of a player's experience should be 'permanent' and
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# not able to be lost on death. A high value makes multiple frequent deaths
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# less devastating, and also ensures that any character will make some
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# gradual progress even if they die all of the time. This value is the minimum
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# amount of a player's exp that can ever be 'permanent' so setting this to 0
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# would allow all exp to be lost, and setting it to 100 would stop exp loss
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# entirely (the same effect would be achieved by setting the two
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# 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
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# defined by the following two values. They will lose either
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# death_penalty_percentage% of their experience, or no more than
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# death_penalty_levels levels, or half of their non-permenent experience,
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# whichever is the least of these. Note that this is calculated per-skill,
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# so which method is used could vary for different skills.
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death_penalty_percentage 20
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death_penalty_levels 3
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# This is the penalty to luck that is given to a player who kills another
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# player (PK's). The value here is deducted from their luck value, so set this
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# high to discourage PK-ing and zero (or negative) to encourage it.
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# Range is limited to -100 to 100, since this is the value range that the luck
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# stat can be within.
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pk_luck_penalty 1
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# This handles maximum experience one can get for pking another player.
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# If pk_max_experience is 0 or positive, experience will never exceed that value.
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# If negative, all experience can be gained.
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# pk_max_experience_percent represents the percentage of victim's experience that will be
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# given to the killer. It can be greater than 100.
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# Note that experience given will never exceed experience the victim
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# can lose considering permanent experience.
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pk_max_experience 5000000
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pk_max_experience_percent 10
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# This allows reduced damage against other players when in
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# peaceful mode. The value is the percent of damage done
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# compared to normal. This does not change damage done
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# by not targeted things like walls, explosions, cone spells, disease, poison...
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set_friendly_fire 5
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# This deals with armor enchantment.
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#
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# armor_max_enchant: maximum enchantments an armor will take.
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# default: 5
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#
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# armor_weight_reduction (in percent) and armor_weight_linear control how weight is reduced:
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# * when armor_weight_linear is TRUE, armor weight is
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# 'base weight - armor enchantment * armor_weight_reduction'
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# * when armor_weight_linear is FALSE, armor weight is reduced by armor_weight_reduction %
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# per enchantment.
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#
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# example:
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# * with 10 and TRUE, if armor base weight is 100, it'll become:
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# 100 -> 90 -> 80 -> 70 -> 60 -> ...
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# * with 10 and FALSE, it'll be:
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# 100 -> 90 -> 81 -> 73 -> 66 -> ...
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#
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# Note that the code will enforce a minimum weight of 1, else players can't pick up armor.
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#
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# default values: 10 and TRUE.
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#
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# armor_speed_improvement and armor_speed_linear do the same for speed increase.
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# default values: 10 and TRUE
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#armor_max_enchant 5
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#armor_weight_reduction 10
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#armor_weight_linear TRUE
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#armor_speed_improvement 10
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#armor_speed_linear TRUE
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# disable stealing from other players, if you wish to enable stealing from other players
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# then replace the below with: no_player_stealing FALSE
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no_player_stealing TRUE
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# disable creation of town portals inside of unique maps (apartments). To enable, replace
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# the below with: create_home_portals TRUE
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create_home_portals FALSE
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# If personalized blessings are activated, the weapon can bite the wielder
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# if he/she is not the one who initially blessed it.
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# Chances of being hurt depend on the experience amount ("willpower") the
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# object has, compared to the experience amount of the wielder.
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personalized_blessings TRUE
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# If set to TRUE, players can inscribe scrolls of spells they can't cast (denied path, ...)
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allow_denied_spells_writing FALSE
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# If set to TRUE or ON, converters will work even if the price of generated item is higher
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# than the price of converted items
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allow_broken_converters TRUE
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# If set, log will comport a timestamp, in the specified format.
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log_timestamp TRUE
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log_timestamp_format %y/%m/%d %H:%M:%S
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# port is the port the server listens to. If using metaserver2, you can pretty
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# much change this to anything and clients will figure it out. If using
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# metaserver1, changing from default (13327) may cause problems as the port
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# number isn't publicized. Unless there is a specific reason (firewall/nat,
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# running multiple servers on same host), probably best not to change
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# this
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port 13327
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