; 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
ObjectLightLevel = -90
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 ... infinity always interrupt)
AI_interrupt2 = 0.1
; 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 = FALSE
;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=FALSE
RedFactor = -0.3 ; adjusts the water level colour factors
GreenFactor = -0.1
BlueFactor = 0.6
SeeAllGrimoire = FALSE ;[FALSE/TRUE]开启魔法书资料
; 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 = FALSE
; log network synched effect activation & deactivation
NetEffectsLog = FALSE
; log network message info
NetworkLogging = FALSE
; frame delay lengths
messageDelayFrames_LAN=3
messageDelayFrames_NET=6
messageDelayFrames_SERIAL=6
; timer for 'resend message request'
messageResendDelay=500
; send frame validation messages if true
validationMessages=TRUE
; 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 = 100
CautiousAttack = 0
OccupyPowerPoint = 120
CollectMana = 120
EvadeDetection =0
Scout = 90
Retreat = 100
CollectFood = 90
ProtectWizard = 90
[OUTCOME_FRACTIONS]
AggressiveAttack = 0.3, 0.4, 0.3
CautiousAttack = 0.4, 0.3, 0.3
OccupyPowerPoint = 0.2, 0.3, 0.5
CollectMana = 0.1, 0.3, 0.6
EvadeDetection = 0.3, 0.4, 0.3
Scout = 0.6, 0.4, 0.0
Retreat = 0.4, 0.6, 0.0
CollectFood = 0.2, 0.6, 0.2
ProtectWizard = 0.2, 0.6, 0.2
[SINGLEBATTLE]
GiveAISameSpells = FALSE