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
# Dialog font and size.
dialog_font_size = LessRoundBox,24
# 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