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- ; Configuration file for CHAOS.EXE
-
- [HEADER]
- ValidConfig=TRUE
-
- [GLOBAL_OPTIONS]
-
- UseWinCursor = FALSE
-
- ;NoLightSources=TRUE
- AllCreaturesLit=TRUE
-
- ;AllowUnitTracking=FALSE
-
- LightCurve = 50 ;was 50
- LightPower = 2.2 ;was 2.2
- ColourFactor = 50 ;was 50
- ColourPower = 2.2 ;was 2.2
- LightRamp = 7 ;was 7
- AmbientLight = 50
-
- ;light table generators for underwater
- UWLightCurve = 40 ;was 50
- UWLightPower = 2.2 ;was 2.2
- UWColourFactor = 60 ;was 50
- UWColourPower = 2.2 ;was 2.2
- UWLightGradient = 9
-
- ;LightFadeUp = TRUE
-
- TestLineOfSight=TRUE
- IndicatorLightLevel = -68
-
- CreatureDieTime=200;
- SpellButtons = 4
-
- ;AllowLawChaos = TRUE
-
- WaterLevel = 6 ; starting height in tiles of water level
- RateOfDrowning = 5 ; health lost per frame when drowning
-
- SelectTolerence = 45 ; selection tolerance in pixels
-
- MaxNodesForRouteFinding = 300 ; max number of nodes to visit in
- ; route-finding before the search for
- ; a route to the destination is
- ; abandoned, and a route to the
- ; closest point reached is returned
- ; instead.
-
-
- AlignDrift = 128 ; alignment 'drift to centre' rate
-
- ; AI CPU time management system and time limit per frame
- ; in node expansions or microseconds.
- AI_timesystem = NOTIONAL_TIME
- AI_timelimit = 30
- ;AI_timesystem = REAL_TIME
- ;AI_timelimit = 12500
-
- ; AI vast improvement action interrupt threshold
- ; (-1 always interrupt ... +1 never interrupt)
- AI_interrupt1 = 0.1
-
- ; AI disaster action interrupt threshold
- ; (0 never interrupt ... 1 always interrupt)
- AI_interrupt2 = 0.05
-
- ; AI master group list length limit for group division
- AI_div_g_limit = 10
-
- ; AI priority queue length limit for group division
- AI_div_q_limit = 5
-
- ; AI danger excess limit for abandoning an action (% of local safety)
- AI_danger_excess_limit = 100
-
- UseNodeMap = TRUE
-
- ; Area (e/a)ffect data
- ; /- Number of circles
- ; | /- Small circle
- ; | | /- Medium circle
- ; | | | /- Large circle
- ; | | | |
- EffectRadius = 3, 3, 5, 7
-
- [COMBAT_MODIFIERS]
- RelativeFacing = 0,0,10,25,50,25,10,0
- RelativeHeight = 25
- Impetus = 50
-
- [DEBUG]
- ;lightwrite = FALSE
- ShowInfoBar = TRUE
- MaxFramesPerSec = 20
- SkipFrameEvery=1
- SkipXFrames=1
- MaxSkipXFrames=1
- UseCSpritePrinter=FALSE
-
- SpoolMapGenInfo = TRUE
- ;ShowVersionAtStartup = TRUE
- ;ActiveAI = FALSE
- ShowFrameRate = FALSE
- ;UseMallocedBackBuffer=TRUE
- PageFlipping = FALSE
- ; unlock as soon as locked so you can step into DDraw-locks.
- ;AutoUnlock=TRUE
- ;shows the sprite log info (or total sprites printed in non-debug builds)
- ;ShowSpriteLog=TRUE
-
- ; enable creature anim validation on load
- CreatureAnimChecks=TRUE
-
- RedFactor = -0.3 ; adjusts the water level colour factors
- GreenFactor = -0.1
- BlueFactor = 0.6
-
- SeeAllGrimoire = FALSE
-
- ; show map seed at start of battle
- ; g_showMapSeed = TRUE
-
- ValidateScripts = FALSE
-
- [MANA_SYSTEM]
- ManaGeneration = 20 ; Amount of mana given back to wizard on creature death as % of initial casting cost
- ManaRecoveryDelay = 30 ; Frame delay for mana regeration on place of power
- ManaRecovery = 1 ; Amount of mana added after ManaRecoveryDelay for place of power
- HealthReduction = 0 ; Amount of health taken off wizard when a creature dies as a % of initial health of creature
- LordBooster = 50 ; Amount health, combat rating, magic resistance and intelligence are boosted as %
- KingBooster = 100 ; Amount health, combat rating, magic resistance and intelligence are boosted as %
- DamagePoints = 1 ; number of experience points awarded when damaging a enemy creature
-
- [WIZARD_LEVEL]
- SPUpgradeLevel = 4,8,14,20,28 ; number of regions that must be conquered before going up a level (2..6)
- MPUpgradeLevel = 1,2,3,4,5 ; number of regions that must be conquered before going up a level (2..6)
-
- [BLOOD_N_GORE]
- BloodLevel = 50 ; Amount of blood as percentage (can go from 0 to 200)
- PercentAsGore = 100 ; Percent of blood generated to act as "gore"
- GoreTimeOnFloor = 300; Amount of time in frames for which gore exists after landing
- ;TexturedGore = FALSE
- TexturedGoreUpper = 125
- TexturedGoreLower = 75
- Size = 2
- Trail = 3
-
- [SPELL_CAST_EFFECT]
- Colour = 64, 64, 128, 64, 128, 64, 128, 64, 64
- ParticlesPerFrame = 4 ; Number of particles created per cast effect per frame (0-10)
- Lives = 4 ; How many times the particle will split before it "dies" (0-10)
- Speed = 5 ; How fast the particles move (1-32)
- Delay = 5 ; How many frames between "splits" (1-12)
- Decay = 6 ; How much the particles fade per frame (-100-100)
- Boost = 24 ; How much the particles unfade after a split
- IndirectSpellParticleLevel = 100 ; Density of particles "showered" for indirect spells (0-200)
- IndirectSpellParticlePeriod = 3 ; Number of frames before effect reaches "peak" (1-100) - Note: Affects gameplay and must be sync'd over network
-
- [PEST_FLY]
- MinDist = 18 ; How far away from the creature they "like" to be (1-128)
- TopSpeed = 8 ; How fast they can go at full pelt (1-32)
- Random = 4 ; How much they "wobble" when they fly (0-TopSpeed/2)
-
- [EARTH_BIND_EFFECT]
- Colour = 128, 128, 32, 64 ; Particle colours: Red, Green, Blue, Random
- DensityMod = 25 ; % Modifier for number of particles per frame (base value depends on creature size)
- Size = 2,4 ; Size of particle x,y
-
- [LEVITATE_EFFECT]
- Colour = 128, 128, 32, 64 ; Particle colours: Red, Green, Blue, Random
- DensityMod = 25 ; % Modifier for number of particles per frame (base value depends on creature size)
- Size = 2,4 ; Size of particle x,y
-
- [SUBVERT_EFFECT]
- FailColour = 255, 0, 255 ; Failed spell particle colour: Red, Green, Blue
- FailParticleCount = 25 ; Number of particles created when spell fails
-
- [NETWORK]
- ; log network synched random number generation
- NetRandomLog = TRUE
- ; log network synched effect activation & deactivation
- NetEffectsLog = TRUE
- ; log network message info
- NetworkLogging = TRUE
-
- ; frame delay lengths
- messageDelayFrames_LAN=3
- messageDelayFrames_NET=6
- messageDelayFrames_SERIAL=6
-
- ; number of random spells per wizard
- NumRandomSpells = 10
-
- [SPRITE_CACHE]
- ; number of slots in sprite cache
- g_spriteCache_slotSize = 1
- ; size of slots in sprite cache
- g_spriteCache_numSlots = 500
- ; switch for sprite caching (default = TRUE)
- g_useSpriteCache = FALSE
- ; high colour sprites not printed if TRUE
- g_hide_HC_sprites = FALSE
-
-
- [BATTLE_LOG]
-
- ; logging buffer size (no buffer = disk only)
- logBufferSize=0
-
- ; name of logging file
- logFileName="save/event.log"
-
-
- [DIFFICULTY]
- ;Modifiers for level 0 difficulty (as a %)
- HealthModify0 = -5
- ManaModify0 = -25
- ControlModify0 = -25
- MagicResistModify0 = -20
- IntelligenceModify0 =-20
- CombatModify0 = -50
- AIRandomness0 = 60
-
- ;Modifiers for level 1 difficulty (as a %)
- HealthModify1 = 0
- ManaModify1 = 0
- ControlModify1 = 0
- MagicResistModify1 = 0
- IntelligenceModify1 = 0
- CombatModify1 = 0
- AIRandomness1 = 15
-
- ;Modifiers for level 2 difficulty (as a %)
- HealthModify2 = 25
- ManaModify2 = 25
- ControlModify2 = 10
- MagicResistModify2 = 25
- IntelligenceModify2 = 25
- CombatModify2 = 50
- AIRandomness2 = 0
-
- ;Modifiers for level 3 difficulty (as a %)
- HealthModify3 = 55
- ManaModify3 = 50
- ControlModify3 = 20
- MagicResistModify3 = 50
- IntelligenceModify3 =50
- CombatModify3 = 100
- AIRandomness3 = 0
-
- [POISON_POINTS]
- PoisonDelay = 4
-
- [MR_RECOVERY]
- MRDelay = 60;
-
- [SPEECH_BOX]
- Maxspeed_0 = 64 ; maximum speed for scrolling
- Startspeed_0 = 8 ; starting speed
- Accelspeed_0 = 6 ; amount to accelate by
- Maxspeed_1 = 128 ; maximum speed for scrolling
- Startspeed_1 = 16 ; starting speed
- Accelspeed_1 = 8 ; amount to accelate by
- Maxspeed_2 = 256 ; maximum speed for scrolling
- Startspeed_2 = 24 ; starting speed
- Accelspeed_2 = 12 ; amount to accelate by
-
-
- [PERSONALITY]
- AggressiveAttack = 90
- CautiousAttack = 0
- OccupyPowerPoint = 110
- CollectMana = 120
- EvadeDetection =0
- Scout = 70
- Retreat = 80
- CollectFood = 50
- ProtectWizard = 80
-
-
- [SINGLEBATTLE]
- ;GiveAISameSpells = TRUE