The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/configuration.txt

183 lines
4.4 KiB

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
# Steam API. Set to False to disable using Steam.
steam_api = True
# 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
# Achievement Config
achievement_config = Achievements.txt
# NPC Loading Config
npc_config = NPCs.txt
# Monster Strategy Config
monsterstrategies_config = MonsterStrategies.txt
# Interface Theme Config
themes_config = gfx/themes.txt
# Minimap Config
minimap_config = minimap.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