# === constants.txt initialize game constants === #--------------------------------------------------------------------- # Level Maxima #--------------------------------------------------------------------- # Maximum number of monsters on the level level-max:monsters:1024 #--------------------------------------------------------------------- # Monster Generation #--------------------------------------------------------------------- # 1/per-turn-chance of new monster generation mon-gen:chance:500 # Minimum number of monsters generated on a level mon-gen:level-min:14 # Number of townsfolk generated in the day */ #4 mon-gen:town-day:32 #8 # Number of townsfolk generated in the night */ mon-gen:town-night:64 # Maximum number of breeding monsters allowed on a level mon-gen:repro-max:100 # Chance of a generated monster's level being inflated is one-in-this mon-gen:ood-chance:25 # Maximum out-of-depth amount for monster generation mon-gen:ood-amount:10 # Maximum number of monsters in a group mon-gen:group-max:25 # Maximum distance of a group of monsters from a related group mon-gen:group-dist:5 #--------------------------------------------------------------------- # Monster Gameplay #--------------------------------------------------------------------- # Rune of protection resistance to monster breaking mon-play:break-glyph:550 # High value slows multiplication mon-play:mult-rate:9 # Percent of player exp drained per hit mon-play:life-drain:2 # Monsters will run up to this many grids out of sight mon-play:flee-range:5 # Terrified monsters will turn to fight if they are slower than the character, # and closer than this distance. mon-play:turn-range:5 #--------------------------------------------------------------------- # Dungeon Generation #--------------------------------------------------------------------- # Number of possible room centres (and hence rooms) on a normal level dun-gen:cent-max:100 # Number of possible door locations dun-gen:door-max:400 # Number of possible places to pierce room walls with tunnels dun-gen:wall-max:1000 # Number of tunnel grids dun-gen:tunn-max:1800 # Average number of objects to place in rooms dun-gen:amt-room:9 # Average number of objects to place in rooms/corridors dun-gen:amt-item:3 # Average amount of treasure to place in rooms/corridors dun-gen:amt-gold:3 # Maximum number of pits or nests allowed per level dun-gen:pit-max:2 # Depth where labyrinths start to be generated unlit/unknown/with hard walls # eg Maze is 40 depth. # if you put 25 that's 25 out of 40 yeah that's high # if you put 5 that's 5 out of 40 (1/8 chance) dun-gen:lab-depth-lit:25 dun-gen:lab-depth-known:1 dun-gen:lab-depth-soft:35 #--------------------------------------------------------------------- # Game World #--------------------------------------------------------------------- # Maximum dungeon level; must be at least 100. # Setting it below 128 may prevent the creation of some objects. world:max-depth:128 # Number of turns from dawn to dawn world:day-length:10000 # Max number of grids in each dungeon level (vertically) world:dungeon-hgt:66 # Max number of grids in each dungeon level (horizontally) world:dungeon-wid:198 # Number of features in each town level (vertically) # Note: this MUST be a divisor of dungeon-hgt and be at least 2 world:town-hgt:6 # Number of features in each town level (horizontally) # Note: this MUST be a divisor of dungeon-wid and be at least (nb stores / 2) world:town-wid:11 # Total number of feeling squares per level world:feeling-total:100 # Squares needed to see to get first feeling world:feeling-need:80 # Number of levels for each stair world:stair-skip:1 # Energy needed by players or monsters to move world:move-energy:100 #--------------------------------------------------------------------- # Carrying Capacity #--------------------------------------------------------------------- # Max number of pack slots for carrying inventory carry-cap:pack-size:24 # Max number of quiver slots for carrying missiles carry-cap:quiver-size:8 # Max number of missiles per quiver slot carry-cap:quiver-slot-size:40 # For computing quiver capacity, is the multiplier for non-ammo thrown items carry-cap:thrown-quiver-mult:5 # Maximum number of objects allowed in a single dungeon grid. # # The main screen originally had a minimum size of 24 rows, so it could always # display 23 objects + 1 header line. # # PWMAngband: there is no birth_no_stacking option because it would be a # server-side option; instead set this to 1 for the same result carry-cap:floor-size:8 #--------------------------------------------------------------------- # Store Parameters #--------------------------------------------------------------------- # Maximum number of discrete objects in store inventory store:inven-max:24 # Maximum number of discrete objects in home inventory # Note: by default, half of inven-max -- should not be higher than inven-max store:home-inven-max:24 # Number of turns between turnovers store:turns:100 # 1/Chance (per day) of an owner changing store:shuffle:25 # Dungeon level to apply magic to objects for normal stores store:magic-level:5 #--------------------------------------------------------------------- # Object generation #--------------------------------------------------------------------- # Maximum depth used in object allocation obj-make:max-depth:100 ##it means you can get objects from level 0 to 100 ##if for example you reduce it to 50, anything that is greater level than 50 ## would never be generated like deep books or rings of speed or power dsm # Chance of object being "good" # The actual chance is MIN(good-obj + object level, 100) obj-make:good-obj:33 ##eg for '33': chance of beign good is 33% in town, 100% after dungeon level 67 # Chance of object being "great" obj-make:ego-obj:15 ##currently any object has % chance flat of becoming ego ###30->15 # 1/chance of inflating the requested object level obj-make:great-obj:40 ##1/.. chance to get an out of depth item ## (for example the potion of experience you got at 50ft) ###20->40 # 1/chance of inflating the requested ego item level obj-make:great-ego:25 ##the chance of getting a better ego ##armor of resist acid -> low levle, armor of elvenkind = high level ##so 1/.. chance of getting a higher level ego (out of depth ego) ###20->25 # Maximum amount of fuel in a torch obj-make:fuel-torch:5000 # Maximum amount of fuel in a lamp obj-make:fuel-lamp:15000 # Default amount of fuel in a lamp obj-make:default-lamp:7500 #--------------------------------------------------------------------- # Player constants #--------------------------------------------------------------------- # Maximum visual range player:max-sight:20 # Maximum missile and spell range player:max-range:20 # Amount of gold (or value of equipment) the player starts with player:start-gold:600 # Number of turns that 1% of player food capacity feeds them for player:food-value:100