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