EmlenMud2005-2006LOC/
EmlenMud2005-2006LOC/world/
#LOC1 MOB_EXP
#MOB_EXP (l/8m17+2*l/6+10*t+10*l/44+10*l*3+10)m400000
MOB_EXP (l/8m17+2*l/6m149+4*l/44+t+10*l*5+10/2)+(t*5*10)
#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*4+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: They can still loot mobs or their own corpse.
LOOT_LEVEL 5

# 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 35

# 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 NO

# 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 20


# Can players summon mobs
CAN_SUMMON_MOBS  NO 


# Initial hit points, and remort initial hit points
INITIAL_HP 30 45
REMORT_HP  35 50

# Initial move points, and remort initial move points
INITIAL_MV 50 55 
REMORT_MV  50 55 

# 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  150 300  400
REG_HITGAIN 11 20  150 200  350
REG_HITGAIN 21 40  150 100  300
REG_HITGAIN 41 45  150  50  200
REG_HITGAIN 46 50   95  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   5  10
REM_HITGAIN 21 40  5    5  10
REM_HITGAIN 41 50  0    5  10
REM_HITGAIN 51 65  0    5   8
REM_HITGAIN 66 75  0    5   4
REM_HITGAIN 76 80  0    0   1
REM_HITGAIN 81 999 0    0   0

# same system for movement point gainage, except no percentage.

REG_MOVEGAIN 1  20  300 800
REG_MOVEGAIN 21 40  50  200
REG_MOVEGAIN 41 60  50  100
REG_MOVEGAIN 61 999 50  100

# Remort movegain
REM_MOVEGAIN 1  20  10  30
REM_MOVEGAIN 21 40  5   30
REM_MOVEGAIN 41 60  5   20
REM_MOVEGAIN 61 999 9  10

# 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      50    0     0	0	0	0 	0 0
REMORT_REQ 	55    0     0	0	0	0 	0 0
REMORT_REQ 	56    0     0	0	0	0	0 0
REMORT_REQ 	56    0     0   0	0	0 	0 0
REMORT_REQ 	60    0     0   0	0	0 	0 0
REMORT_REQ 	65    0     0	0	0	0 	0 0 
REMORT_REQ 	70    0     0	0	0	0	0 0
REMORT_REQ      75    0     0	0	0	0	0 0
REMORT_REQ 	90    0     0	0	0	0	0 0
REMORT_REQ 	91    0     0	0	0	0	0 0

# Ascended characters get their own requirements table
ASCENDED_REMORT_REQ     50     25      25	0	0 	0	0 0
ASCENDED_REMORT_REQ 	53     50      50 	0	0	0 	0 0
ASCENDED_REMORT_REQ 	55    100     100	0	0	0	0 0
ASCENDED_REMORT_REQ 	55    150     150       0	0	0 	0 0
ASCENDED_REMORT_REQ 	56    225     225	0	0	0 	0 0
ASCENDED_REMORT_REQ 	60    300     300       0	0	0 	0 0 
ASCENDED_REMORT_REQ 	65    400     400	0	0	0	0 0
ASCENDED_REMORT_REQ     75    500     500       0	0	0	0 0
ASCENDED_REMORT_REQ 	91 	9000  9000	2000	2000	1000	0 0
ASCENDED_REMORT_REQ 	75 	1000  1000	2500	2500	1000	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     56      8         200     1000        109
FORSAKE_REQ       50      1        1000     1000      94661

# 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	20	0	0	0	0
GUILD_COST 	0 	10	30	0	0	0	0
GUILD_COST 	0 	15	40	0	0	0	0
GUILD_COST 	0 	20	50      0	0	0	0
GUILD_COST 	15 	0	0	0	0	0	0
GUILD_COST 	15 	0	0	0	0	0	0
GUILD_COST 	15 	0	0	0	0	0	0
GUILD_COST 	15 	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 NO

AUGMENT_COST      1        56        0    150        0    0       0  
AUGMENT_COST      2        56        0    300        0    0       0
AUGMENT_COST      3        56        0    500        0    0       0
AUGMENT_COST      4        56        0    750        0    0       0
AUGMENT_COST      8        70      150   1000      500    0       0
AUGMENT_COST      12       60      200    850      500    0       0   
AUGMENT_COST      12       60      400    950      500    0       0
AUGMENT_COST      12       65      500    1150     500    0       0
AUGMENT_COST      12       65      500    1450     500    0       0
AUGMENT_COST      12       65      500    1550     500    0       0
AUGMENT_COST      12       65      500    2050     500    0       0
AUGMENT_COST      12       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   109   109   109

# Can a player remort multiple times?  0 = no remorting.
# MAX_REMORT
MAXIMUM_REMORTS         8

# Level to Execute Transform Command
REMORT_LEVEL            50

#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       10


# 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  75

# 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         NO
REMOVE_WHILE_FIGHTING   YES

# Chance of 1 in <this number> to stand in a groundfight each time you try.
GROUNDFIGHT_STAND  20

# 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 Njal Kilith Sabelis Kilith Sabelis


# 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     NO
SKILL_LOSS_ON_PK_DEATH      YES 
SKILL_LOSS_AMOUNT           1
ARENA_ON                    YES
ARENA_GOOD_EVIL             NO
REQUIRED_VALIDATION         NO
MUD_EMAIL_ADDRESS          skate24_teen@yahoo.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             90121
NEWBIE_OBJECT_10            90127

# 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  9

TACKLE_WITH_WEAPON          YES
TACKLE_PERSON_WITH_WEAPON   YES

ALLOW_REROLLS   YES
FLURRY_MPS      15

PRAC_LEVEL -1000 -1  (unlearned)
PRAC_LEVEL 0      0  (barely-learned)
PRAC_LEVEL 1      4  (beginner)
PRAC_LEVEL 5      9  (very-poor)
PRAC_LEVEL 10    14  (novice)
PRAC_LEVEL 15    24  (moderate)
PRAC_LEVEL 25    33  (decent)
PRAC_LEVEL 34    47  (skilled)
PRAC_LEVEL 48    58  (adept)
PRAC_LEVEL 59    70  (gifted)
PRAC_LEVEL 71    82  (superb)
PRAC_LEVEL 83    90  (mastered)
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   55


# 30 values... for 1-30 intelligence.  Prac percent increase depending on
# your int.  For skills, it's this value-1.
#                              1 2 3 4 5  6 7 8 9 10  11 12 13 14 15  16 17 18 19 20  21 22 23 24 25  26 27 28 29 30  31 32 33 34 35 36
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.
#	      1 2 3 4 5  6 7 8 9 10 11 12 13 14 15  16 17 18 19 20  21 22 23 24 25  26 27 28 29 30  31 32 33 34 35 36
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.
#             1 2 3 4 5   6 7 8 9 10  11 12 13 14 15  16 17 18 19 20  21 22 23 24 25  26 27 28 29 30  31 32 33 34 35 36
HPS_FOR_CON   4 4 5 5 5   6 6 6 7  7   7  8  8  8  9   9  9 10 10 10  11 11 12 12 13  13 14 14 15 15  16 17 18 19 20 20

# 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 completely naked!
ARMOR_LEV 6 11    Your wearing a small cloth.
ARMOR_LEV 12 16   Barely-Protected
ARMOR_LEV 17 22   Thinly-Protected
ARMOR_LEV 23 28   Moderately-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   God-Like Armor
ARMOR_LEV 75 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