2.5 Setting System Parameters
A number of aspects of Argo's behavior are controlled by a
collection of system parameters, displayed and set with the
+tune command, analogous to the MUCK
system parameters that are set and displayed with the @tune
command.
Typing +tune by itself displays the Argo
version number, a listing of installed programs, and current system
parameter values. Any player may display these values. Typing
+tune <parameter>=<value> sets the value of the
named parameter. Only staff members can change the values of system
parameters. System parameters apply on a realm-wide scope (that is,
different realms can have different system parameter values).
Below is a listing of system parameters and their default values
followed by brief discussions of their role and why you might want to
change them.
====================================
auto_xp = yes
====================================
As discussed in the section on character
development, characters can gain experience points, which accrue and
translate into character development points, which can then spent to
learn or improve abilities, when their actions generate critical
successes in populated IC areas. In general, this is a good thing. But
the possibility exists for players to abuse this, by repeatedly using
skills, spells, or psionic abilities, over and over, unrealistically,
simply to generate experience. If you are concerned about this
possibility, or have reason to believe that people are doing this, you
can disable this automatic allocation of experience points by tuning the
auto_xp parameter to no .
====================================
cap_large_coin = Silver piece
cap_large_coins = Silver pieces
cap_small_coin = Copper piece
cap_small_coins = Copper pieces
large_coin = silver piece
large_coins = silver pieces
small_coin = copper piece
small_coins = copper pieces
====================================
These parameters set the display names of the two currency
denominations, in plural and singular, capitalized and lowercase forms.
The name of the currency has no effect on how the system actually
handles money; it simply controls what is displayed on the output of
money-related commands such as +sheet , +give ,
+browse , etc. Set the parameters to currency names
appropriate to your world or realm.
====================================
character_approval = yes
====================================
The character_approval parameter controls whether or not
players must be approved by a staff member before they enter play. If
you wish players to be able to generate characters and enter play
without staff intervention, by using the +finished command
to indicate they have completed the character generation process, set
this value to no . Leave it set to yes if you
want monitors to check characters before they enter play.
====================================
combat = no
====================================
This parameter enables and disables the combat system. When it is set
to no , which it is by default, the combat-related commands
cannot be used: combat RP would be handled by discussion and with the
+prove and +roll commands, which could be used
to indicate success or failure of combat actions, but would not apply
any coded effects. Set this parameter to yes to enable
combat and the events system.
====================================
heal_interval = 4 hours
====================================
The heal_interval controls how often characters may be
healed through the use of skills such as Medic and Physician. Its
purpose is to prevent players from unrealistically curing large amounts
of damage by repeatedly using the skills until all damage is cured. Set
the parameter to a value that is appropriate for the pace of play on
your MUCK . Like all the interval parameters, the value
for heal_interval must be a `time string', consisting of a
number and time unit: `30 minutes', `2 hours', and `1 day' are examples
of valid time strings.
====================================
idle_time = 300
====================================
To reduce the likelihood of characters being attacked, killed, or
otherwise harmed while their players are away from the computer,
Argo does not let idle players be targeted by skills. Also,
automatic experience allocation only occurs in rooms populated by
multiple, non-idle characters. The idle_time parameter
controls the number of seconds of inactivity that must occur in order
for a character to be designated `idle'. The default value is 300
seconds, or five minutes.
====================================
income_interval = 1 week
====================================
As detailed in the discussion of the
Argo monetary system, characters can receive a regular
income, either from a job or from an income set by a staff member, by
typing the +income command. The
income_interval parameter controls how often players may
use the command to receive their income. Its value is a time string.
====================================
magic = no
====================================
This parameter enables and disables the magic system. When it is set
to no , which it is by default, the magic-related commands
cannot be used: magic RP would be handled by discussion and with the
+prove and +roll commands, which could be used
to indicate success or failure of spells, but would not apply
any coded effects. Set this parameter to yes to enable
magic.
====================================
max_disadvantages = 8
====================================
As discussed in the section on disadvantages, characters receive development
points in exchange for disadvantages. The max_disadvantages
parameter sets a limit on how many points worth of disadvantages
characters may take during chargen.
====================================
min_stats = 4
====================================
The min_stats sets a `floor' on stat values for player
characters. Creatures and NPCs may have values for stats below
min_stats , but the +stats command requires
players to select values equal to or higher than min_stats
during character generation.
====================================
monitor = Monitor
monitors = Monitors
====================================
Use these parameters to set the display name for the monitor staff
position on your MUCK .
====================================
player_pause = yes
====================================
The +pause command allows players to temporarily pause
events in a room; events resume when someone in the room issues an
+unpause command. By default, anyone can pause and unpause
events. Set the player_pause parameter to no
to restrict this capability to staff members.
====================================
psionics = no
====================================
This parameter enables and disables the psionics system. When it is set
to no , which it is by default, the psionics-related commands
cannot be used: psionics RP would be handled by discussion and with the
+prove and +roll commands, which could be used
to indicate success or failure of psionic abilities, but would not apply
any coded effects. Set this parameter to yes to enable
psionics.
====================================
require_own = yes
====================================
Several different types of actions, such as casting spells that
require materials and selling objects, cause objects to be recycled. By
default, players may only use objects that they own for these purposes.
Set the require_own paramter to no to allow
players to perform actions that will recycle objects even if they do not
own them.
====================================
rumor_interval = 3 hours
====================================
The rumor and influence commands are paced by the
rumor_interval parameter: each may only be used one per
rumor interval by a given player. Set this value to a longer
period to slow down the rumor system, or to a shorter period to allow
players to affect rumors and each other's reputation and influence more
frequently.
====================================
starting_large_coins = 1
starting_small_coins = 100
====================================
These paramters control the amount of money given to new players in
chargen. Set them to values appropriate to your realm, considering the
prices of defined objects and the income levels available through
defined jobs.
====================================
starting_points = 16
====================================
The starting_points parameter controls the number of
available character development points given to new players during
chargen. Increase this value to allow more powerful starting characters,
or decrease it to weaken starting characters.
====================================
strict_disads = no
====================================
By default, advantages and disadvantages and the number of
development points charged or awarded for them are `freeform'. That is,
players use the guidelines presented in the manual's discussion of advantages and disadvantages to determine appropriate
names and values for their character's advantages and disadvantages, and
set them on their own. Monitors verify that the settings are reasonable
and balanced as part of the character approval process. Staff members
can also define advantages and
disadvantages, giving them a preset point value. When the
strict_disads parameter is set to its default value of
no , players may either set freeform advantages and
disadvantages (in which case they determine the point value) or select
predefined advantages and disadvantages (in which case the point value
is applied automatically). Setting the strict_disads
parameter to yes limits players to selecting only
predefined advantages and disadvantages.
====================================
tech_level = 4
====================================
The tech_level paramter sets the default technology
level for a realm. Technology levels are arbitrary, and there is no
strict requirement that you follow the tech level guidelines given here,
but the assumptions guiding the development of the standard
Argo programs are that technology levels have the following
meanings, or at least something comparable:
|
Tech Level
|
Earth History Equivalent
|
|
0 |
No technology |
|
1 |
Stone Age |
|
2 |
Early Ancient |
|
3 |
Late Ancient |
|
4 |
Middle Ages |
|
5 |
Renaissance |
|
6 |
Industrial Revolution |
|
7 |
19th Century |
|
8 |
Mid 20th Century |
|
9 |
Late 20th Century |
|
10 |
21st Century |
|
11 |
22nd Century. Space travel common |
|
12 |
23rd Century. Faster-than-light space travel |
|
13 |
24th Century+. Star Trek and Star Wars type technology |
|
14 |
26th Century+. Very advanced SF technology |
|
15+ |
Godlike technological capabilities |
Relatively few aspects of the standard Argo programs make
use of technolgy levels, with the Physician and Lockpicking skills being
the only notable examples. Several planned modules, including
Argo Space and Argo Security, will use the parameter
in more extensive ways.
====================================
turn_length = 30
====================================
The turn_length parameter controls base turn lengths
within the events system. Experiment with this parameter to find the
best value. The ideal is a fairly lively pace that still allows players
time to interact during events. Note that low setting (10 to 20 seconds)
give a distinct advantage to fencers, martial artists, and high
DEX characters. Settings below 10 seconds should be
regarded as `extremely fast'. If you go to such a setting, you will
probably need to modify some aspects of Argo's behavior
such as the speed bonus for high DEX characters and the
duration of spells in order to preserve play balance. There are
no utilities for making these adjustments: you will need to modify the
program code itself.
====================================
use_dark = yes
====================================
By default, Argo implements the coded effects of things like
the Concealment skill, the Invisibility spell, and the Obscure psiab by
setting the target object (which could be a player) with the Dark flag.
There is no other effective way to hide objects with a standard server
set up. But, this solution is not ideal: darked players will not show up
on WHO and other lists, even though they are logged on, and
there is the possibility that an exploitable bug in Argo could
let players remain set Dark when they should not be. One alternative is
to set the use_dark parameter to no , which will
cause Argo to not set the Dark flag on hidden and invisible
objects, and simply require players to roleplay the effects of hidden
and invisible objects (that is, pretend they can't see them). A second,
probably preferable alternative is to use an Argo-aware look
program, which prevents players from seeing objects that are set
@a/hidden:yes or @a/invisible:yes . One such
program is jlook.muf. (jlook.muf
has a number of other features as well, including false object and
detail support, a MUSH -like +view command, and
dynamic `Infocom-esque' room desc handling. Note the installation
instructions in jlook.muf's header comment: if the program is to be used
with Argo, it must be set Wizard.)
====================================
vote_interval = 1 week
vote_xp_given = 1
votes_per_interval = 3
votes_required = 10
====================================
These parameters control the behavior of the player voting system,
used to award character development points in recognition of votes cast
for superior roleplay. The votes_required parameter
specifies how many votes are required in order to receive development
points. The votes_per_interval parameter sets a limit on
how many votes players may cast within the time window specified by
vote_interval . The vote_xp_given parameter
specifies how many character development points characters are awarded
when they receive a number of votes equaling or exceeding the value of
votes_required . See +vote #help for other
configuration settings that may be made to the voting system.
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