config_path = assets/config/

# 360x240 is 15x10 tiles of visibility.
WINDOW_SIZE = 360,240

# Graphics Loading Config
gfx_config = gfx/gfx.txt

Interface
{
    # The size of each side of the 9-patch menu sprite.
    9PatchSize = 24,24
}

# Map Files Loading Config
map_config = levels.txt

# Starting map when loading the game.
starting_map = WORLD_MAP

# Player Properties Loading Config
player_config = Player.txt

# Monster Properties Loading Config
monsters_config = Monsters.txt

# Monster Strategy Config
monsterstrategies_config = MonsterStrategies.txt

# Interface Theme Config
themes_config = gfx/themes.txt

# Path to theme image files
theme_img_directory = themes/

# Path to class configuration files
class_directory = classes/

# Class list to be loaded into the game.
class_list = Warrior, Thief, Ranger, Trapper, Wizard, Witch

# Items Config
item_config = items/items.txt

# Path to items configuration
item_directory = items/

# Path to items configuration
item_img_directory = items/

# Path to story files
story_directory = config/story/

# Path to character images
character_image_location = characters/

# Path to story backgrounds
story_background_image_location = backgrounds/

# The name substituted for the player in dialogs
story_player_name = You

# Whether or not to show individual data accesses from config data structure.
debug_access_options = 0

# Shows map loading output
debug_map_load_info = 0

# Shows extra info about the player on the HUD
debug_player_info = 0

# Shows collision boxes of tiles.
debug_collision_boxes = 0

# Shows pathfinding debugging
debug_pathfinding = 0

# Turn on to show when toggleable items are created and what their pointers are. This can help debug which toggleable item was not properly added to a tile group if you are getting Error TOGGLE.
debug_toggleable_items = 0

# ms precision of animation tile caching.
animation_tile_precision = 50

# frequency of water reflection moving update.
water_reflection_update_time = 0.5

# amount of time step of water reflection moving update.
water_reflection_time_step = 0.6

# the amount of scaling done to the water reflection.
water_reflection_scale_factor = 0.05