config_path = assets/config/

gamepack_file = gamepack.pak

# Once assets are loaded, a gamepack will be generated with the included resources.
GENERATE_GAMEPACK = True

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

GAME_NAME = Adventures in Lestoria

# Graphics Loading Config
gfx_config = gfx/gfx.txt

# Save File Server Name 
save_server = https://projectdivar.com:4505/AiL

# Map Files Loading Config
map_config = levels.txt

# Starting map when loading the game.
starting_map = INTRO_MAP

# Player Properties Loading Config
player_config = Player.txt

# Monster Properties Loading Config
monsters_config = Monsters.txt

# NPC Loading Config
npc_config = NPCs.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

# Item Set Config
item_set_config = items/ItemSets.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 backdrop config file
backdrop_config = gfx/backdrops.txt

# Path to backdrop background files
backdrop_directory = assets/backgrounds/

# Path to sound effect files
sfx_directory = assets/sounds/

# Path to bgm files
bgm_directory = assets/music/

# Path to general audio configuration
audio_config = audio/audio.txt

# Path to environmental audio configuration
environmental_audio_config = audio/environmentalaudio.txt

# Path to bgm configuration
bgm_config = audio/bgm.txt

# Path to bgm events configuration
event_config = audio/events.txt

# Path to interface configuration
interface_config = Interface.txt

# Path to Keyboard Input configuration
input_config = settings/input.txt

# Path to Credits configuration file
credits_config = credits.txt

# Path to character images
character_image_location = characters/commercial_assets/

# Path to story backgrounds
story_background_image_location = backgrounds/

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

# The path to the merchant configuration files in the game
merchant_directory = config/shops/

# Item Stats Config
item_stats_config = items/ItemStats.txt

# Save Files Location
save_file_path = assets/saves/

# Dialog font and size.
dialog_font_size = c64esque,12

# Narrator font and size.
narrator_font_size = Habbo,12

# Location font and size.
location_font_size = Habbo,24

# Encrypted font and size.
encrypted_font_size = Unknown,16

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

# Shows menu navigation debug output
debug_menu_navigation_info = 0

# Shows map loading output
debug_map_load_info = 0

# Shows state transition information
debug_transition_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 collision boxe snapping of floating point-based tiles.
debug_collision_boxes_snapping = 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

# Turn on to have a spawn information report displayed on startup.
display_spawn_report = 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

# The message displayed to the user about ID creation.
user_id_message = In order to save progress online, we ask that you provide a unique username to identify your save data with.
user_id_message2 = When loading a file, you will need this unique ID.

# How large the exit ring is for a boss when it's killed.
boss_spawn_ring_radius = 116