#LOC1 MOB_EXP MOB_EXP (l/8m17+2*l/6m140+4*l/44+10*l*2+3)m198765 #LOC1 MOB XP #MOB_EXP (l/8m17+2*l/6m140+4*l/44+10*l*2+3/3m39753) # Equation for experience to level. Uses the same format as in #spell editor. #LOC1 XPTOLEVEL EXP_TO_LEVEL l*3+l/6+2*l/2+1*l/2+2*l+15*l+((l-4z0)*1000)+((l-9z0)*10000)+((l-14z0)*100000)+((l-19z0)*1000000)+((l-29z0)*2000000)+((l-39z0)*2500000)+((l-49z0)*3000000)+((l-59z0)*4000000)+((l-15z0)*100000)+((l-17z0m2)*150000)+((l-18z0m1)*200000) # This adds lag to auction so one can't auction after or during a pk # fight. AUCTION_LAG YES # This sets wether a player can fight himself/herself or not. FIGHT_SELF YES # Sets mortals maximum attainable level. MAX_LEVEL 90 # Sets minimum level a player has to be to be able to other players corpses. # Note: Thay can still tloot mobs or their own corpse. LOOT_LEVEL 25 # This is the allocation space for the world. If it says you need more on # boot-up, increase this value. If you set it really high, the mud will # take up more memory. SPACE_NEEDED 3000000 # Percent chance that a person will _fail_ a flee. Applies to mobs also. # FLEE_CHANCE 10 means a person will fail to flee 10 percent of the time. FLEE_CHANCE 60 # Specifies whether or not bashes will cause a slip into the groundfight # position, simulating a tackle. If set to NO, you can't slip from a bash # into groundfighting. BASH_SLIP_TO_TACKLE YES # Old remort style yes or no ADDS_TO_STATS YES # Specifies whether of not evil will suffer sunlight penalties. PENALIZE_EVIL_IN_SUN NO # Specifies whether or not people can loot corpses while fighting. GET_FROM_CORPSE_WHILE_IN_COMBAT YES # Percent chance that each tick standing in a room with someone with plague # that you will catch plague too. Note: Players under level 10 can't catch # plague from other players/mobs. PLAGUE_CHANCE 1 # Can players summon mobs CAN_SUMMON_MOBS NO # Initial hit points, and remort initial hit points INITIAL_HP 20 25 REMORT_HP 25 30 # Initial move points, and remort initial move points INITIAL_MV 80 80 REMORT_MV 90 90 # format is LEVEL <range being> <range end> <percent of con application the # char gets> + <extra_min> <extra_max> # for instance, LEVEL 1 5 120 50 150 would be: # for levels 1-5, character gets 120% his natural con bonus, plus a random # number in the range of .5 to 1.5 REG_HITGAIN 0 10 120 500 500 REG_HITGAIN 11 20 120 100 300 REG_HITGAIN 21 40 110 50 200 REG_HITGAIN 41 45 105 50 200 REG_HITGAIN 46 50 100 50 200 REG_HITGAIN 51 65 95 50 200 REG_HITGAIN 66 75 90 50 150 REG_HITGAIN 76 80 85 50 150 REG_HITGAIN 81 999 80 50 150 # REM_HITGAIN is hitpoint gain for 'remorts'. # This is different the first and 2nd nums are levels 3rd is pct bonus over # The pct above... 4th 5th nums are + pcts hps like 0 70 meeans + 0-.7 per mort REM_HITGAIN 0 20 10 30 60 REM_HITGAIN 21 40 5 15 30 REM_HITGAIN 41 50 0 7 15 REM_HITGAIN 51 65 0 3 8 REM_HITGAIN 66 75 0 1 4 REM_HITGAIN 76 80 0 0 2 REM_HITGAIN 81 999 0 0 0 # same system for movement point gainage, except no percentage. REG_MOVEGAIN 0 20 400 600 REG_MOVEGAIN 21 40 200 300 REG_MOVEGAIN 41 60 100 150 REG_MOVEGAIN 61 999 50 75 # Remort movegain REM_MOVEGAIN 0 20 100 200 REM_MOVEGAIN 21 40 50 100 REM_MOVEGAIN 41 60 25 50 REM_MOVEGAIN 61 999 0 0 # These are the requirements for people to remort. The structure # is such that the first list read is for 0 remort->1 remort, and # 2nd number read is for 1 remort->2 remort...etc. There must # be 10 of these listed even if you will not use 10 remorts. # The numbers are as follows: # <lvl> <wps_nd> <wps_lz> <kps_nd> <kps_lz> <gold> <item1> <item2> REMORT_REQ 40 0 0 0 0 0 0 0 REMORT_REQ 45 0 0 0 0 0 0 0 REMORT_REQ 50 0 0 0 0 0 0 0 REMORT_REQ 56 10 10 0 0 0 0 0 REMORT_REQ 56 0 0 1000 1000 1000 0 0 REMORT_REQ 56 0 0 1500 1500 1000 0 0 REMORT_REQ 56 0 0 2000 2000 2000 0 0 REMORT_REQ 60 0 0 2000 2000 3000 0 0 REMORT_REQ 75 1000 300 2000 2000 4000 0 0 REMORT_REQ 75 2000 500 2500 2500 4000 0 0 # Ascended characters get their own requirements table ASCENDED_REMORT_REQ 56 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 56 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 56 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 56 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 56 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 57 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 58 0 0 50 50 100 0 0 ASCENDED_REMORT_REQ 60 1550 0 50 50 100 0 0 ASCENDED_REMORT_REQ 80 1700 0 50 50 100 0 0 ASCENDED_REMORT_REQ 80 2050 0 50 50 100 0 0 ASCENDED_REMORT_REQ 85 3500 0 50 50 100 0 0 # Requirements for Ascension and Forsaking (Forsake has one less argument) # as in remorting if room is set to 0 then there is no need to be in a # room to forsake or ascend. # Level Remorts CurrentWps TotalWps Room ASCENSION_REQ 85 6 0 0 109 FORSAKE_REQ 50 3 600 110 # Guilds have been redone to allow people to choose any of a set number... # then as they increase in remorts...they may choose more guilds.... # The setup is as follows: # <num remorts> <level> <gold> <warpoints> <killpoints> <item1?> <item2> GUILD_COST 0 0 0 0 0 0 0 GUILD_COST 0 0 0 0 0 0 0 GUILD_COST 0 0 0 0 0 0 0 GUILD_COST 2 0 0 0 0 0 0 GUILD_COST 3 0 0 0 0 0 0 GUILD_COST 4 0 0 0 0 0 0 GUILD_COST 5 0 0 0 0 0 0 GUILD_COST 6 0 0 0 0 0 0 #This list is for getting augments (improvements)...just something #to make characters more different again. #Format is same as guilds: # <num remorts> <level> <gold> <warpoints> <killpoints> <item1?> <item2> #Can players only augment when they remort AUGMENT_REMORT_ONLY YES AUGMENT_COST 0 50 5 400 0 0 0 AUGMENT_COST 0 50 5 500 50 0 0 AUGMENT_COST 1 55 50 600 100 0 0 AUGMENT_COST 2 55 75 650 200 0 0 AUGMENT_COST 3 55 150 750 350 0 0 AUGMENT_COST 4 60 200 850 500 0 0 AUGMENT_COST 5 60 400 950 500 0 0 AUGMENT_COST 6 65 500 1150 500 0 0 AUGMENT_COST 7 65 500 1450 500 0 0 AUGMENT_COST 8 65 500 1550 500 0 0 AUGMENT_COST 9 65 500 2050 500 0 0 AUGMENT_COST 9 75 500 3050 500 0 0 # Tweak the below higher if you want people to get more practices per level. # Put it lower if you feel they are getting too many... please check out # how many it takes to practice up a skill/spell first... PERCENT_PRACTICES 100 # remort info follows # If either of these are set to 0 then the only requirement to remort is # the level of the transform command for either ascended or non ascended # characters. # does the character have to be in a room to transform? 0 = any room. # if it is set to 0 then the remort costs command is suspended. TRANSFORM_IN_ROOM 112 ASCTRANSFORM_IN_ROOM 112 # does the character have to be in a specific room to remort..checks # warpoints and all that at this point.... # Room Character has to be in to Remort 0 sets it to no Specific Room #Remort Number 1 2 3 4 5 6 7 8 9 10 11 REMORT_IN_ROOM 110 110 110 110 110 110 110 110 110 110 110 ASCEND_REMORT_IN_ROOM 110 110 110 110 110 110 110 110 110 110 110 # Can a player remort multiple times? 0 = no remorting. # MAX_REMORT MAXIMUM_REMORTS 10 # Level to Execute Transform Command REMORT_LEVEL 40 #Nasty stuff we can do to people when they remort VAPORIZE_INVENTORY NO VAPORIZE_ENTIRE_EQU NO # Remort beams to this room. 0 = stays in 1 place. 1 = 99/evil 100/good BEAMS_TO_ROOM 1 # All newbies start out as good alignment. ALL_NEWBIES_GOOD YES # All newbies choose which side they want at this level. # Set to 0 to not allow people to choose sides. LEVEL_TO_CHOOSE 91 # The character must choose sides in this room! NO EXCEPTIONS # This must be nonzero to allow people to choose sides. CHOOSE_IN_ROOM 113 # Never set weather effects or recall to on!!! Don't set this.. newworld only! WEATHER_EFFECTS YES # Cost to repair 1 damage point... Bad weapon, Medium weapon, Good weapon REPAIR_WEAPONS 50 40 30 # Cost to repair 1 damage point... Only 1 cost... REPAIR_ARMORS 40 # How much % off does Tinker guild get? TINKER_DISCOUNT 65 # Resize... The cost of the item is divided by this number, and that amount # is charged when resizing an item. RESIZE_DIVISOR 5 # Equip/unequip during combat EQUIP_IN_COMBAT YES REMOVE_WHILE_FIGHTING YES # Chance of 1 in <this number> to stand in a groundfight each time you try. GROUNDFIGHT_STAND 5 # Gods' names in sacrifice.. limited to FIVE! If you set any more, the mud # will crash. If you want less than 5, use repeats.. like: # SACNAMES Joe Joe Joe Fred Fred SACNAMES Kizmet Tonik Hex Luck Structure # Allow auto-auction? AUTO_AUCTION YES # At what level can you see your actual stat numbers? LEVEL_TO_SEE_NUMERIC_STATS 1 # Basic Game options below... please don't change these without Orin's # permission... PLAYER_PROMPT YES EASIER_MOVE_STYLE YES EVIL_CAN_CAST_SPELLS YES ALLOW_WHERE YES # The below commands are general toggles and settings SCORE_WHILE_FIGHTING YES SKILL_LOSS_ON_MOB_DEATH YES SKILL_LOSS_ON_PK_DEATH NO SKILL_LOSS_AMOUNT 1 ARENA_ON NO ARENA_GOOD_EVIL NO REQUIRED_VALIDATION NO MUD_EMAIL_ADDRESS tonik@landsofchaos.com # How high can you practice skills and spells from a practitioner? MAX_PRACTICE_SKILLS 65 MAX_PRACTICE_SPELLS 65 # 10 Objects newbies get... if not used, set to object 0. NEWBIE_OBJECT_1 39 NEWBIE_OBJECT_2 37 NEWBIE_OBJECT_3 36 NEWBIE_OBJECT_4 30 NEWBIE_OBJECT_5 207 NEWBIE_OBJECT_6 260 NEWBIE_OBJECT_7 37 NEWBIE_OBJECT_8 202 NEWBIE_OBJECT_9 0 NEWBIE_OBJECT_10 0 # Regen_hp <min> <+ for resting> <+ for sleeping> -- Some extra is added, # depending on the char's constitution.. REGEN_HP 5 10 15 REGEN_MP 5 6 12 # Regen_mana <base regen> <+ for meditation> REGEN_MANA 3 7 TACKLE_WITH_WEAPON YES TACKLE_PERSON_WITH_WEAPON YES ALLOW_REROLLS YES FLURRY_MPS 25 PRAC_LEVEL -1000 -1 (unlearned) PRAC_LEVEL 0 0 (horrible) PRAC_LEVEL 1 4 (beginner) PRAC_LEVEL 5 9 (poor) PRAC_LEVEL 10 14 (novice) PRAC_LEVEL 15 24 (moderate) PRAC_LEVEL 25 33 (good) PRAC_LEVEL 34 47 (skilled) PRAC_LEVEL 48 58 (adept) PRAC_LEVEL 59 70 (talented) PRAC_LEVEL 71 82 (superb) PRAC_LEVEL 83 90 (master) PRAC_LEVEL 91 99 (perfect) PRAC_LEVEL 100 1000 (godly) # How high do you need to have a skill to count it as a prerequisite? PREREQ_LEVEL 65 # 30 values... for 1-30 intelligence. Prac percent increase depending on # your int. For skills, it's this value-1. PRAC_INCREASE_FOR_INTELLIGENCE 1 1 2 2 3 3 3 4 5 5 6 6 7 7 8 9 10 10 11 11 12 12 12 13 13 13 14 14 14 15 15 16 17 17 18 19 # Practices you get depending on your wisdom. Must be 30 values below. PRACS_FOR_WIS 1 2 2 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 9 10 10 11 11 11 12 13 13 14 14 15 16 17 17 18 19 # Hit point bonus you get depending on your constitution. # 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 etc. HPS_FOR_CON 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8 8 9 9 9 10 10 11 11 12 13 13 14 15 16 17 18 19 20 21 22 # You can magnify practices per level or shrink them with this percent. PERCENT_PRACTICES 80 # The amount of experience a mob has... tune with care. #MOB_EXP (((((l+2)*(l+2)*1000)-(l*l*1000))/39)+(((l-5)z0m1)*p*5)+(l*l*2)) # Armor levels for the 'armor' command... ARMOR_LEV -50 5 Your pretty naked here! ARMOR_LEV 6 11 Barely Protected ARMOR_LEV 12 16 Partly Protected ARMOR_LEV 17 22 Moderately Protected ARMOR_LEV 23 28 Protected ARMOR_LEV 29 35 Well Protected ARMOR_LEV 36 43 Extremely Well Protected ARMOR_LEV 44 49 Incredibly Protected ARMOR_LEV 50 59 Unbelievably Protected ARMOR_LEV 60 64 Completely Protected ARMOR_LEV 65 69 Impenetrably Protected ARMOR_LEV 70 74 Indestructably Protected ARMOR_LEV 75 85 God-Like Protection ARMOR_LEV 86 9999 What keeb did you kill for this stuff?? # Does a player get restored when they level? RESTORE_WHEN_LEVEL YES SHOW_RACE_SELECT_INFO YES MORTS_USE_COLOR_CHAT NO END