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config.sample.yml
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---
# The main game configuration file. User preferences are set here.
# If the user has an old revision, their config is automatically recreated from the sample.
revision: 22
display:
# Display Mode - Fullscreen, BorderlessWindow, Window
mode: Window
# Which monitor to display on, starting from 0
monitor: 0
# size of the graphical display in pixels
width_pixels: 1600
height_pixels: 900
# UI scaling - Standard
width: 320
height: 180
# UI scaling - Small
# width: 368
# height: 207
# enable vsync
vsync_enabled: true
# in frames per second
frame_rate: 60
# This scales the overall speed of all game animations, in milliseconds
# Larger values make animations take longer
animation_base_time_millis: 50
# The default map / area zoom level. Larger values zoom in closer,
# making characters and objects larger.
default_zoom: 1.4
# The name of the default font used to render text when no font is specified
default_font: normal
# The default mouse pointer
default_cursor: mouse
# whether to automatically scroll to the active character in combat
scroll_to_active: true
audio:
# which audio device to output on, starting from 0
device: 0
# volume level which controls overall level
master_volume: 1.0
# volume level for music
music_volume: 0.7
# volume level for sound effects
effects_volume: 0.8
# volume level for background ambient noises
ambient_volume: 0.3
resources:
# all resources are subdirectories under this
directory: data
# campaigns are stored here
campaigns_directory: campaigns
# mods are stored here
mods_directory: mods
input:
# whether the screen will shake on a critical hit
crit_screen_shake: true
# whether moving the mouse to the screen edge will scroll the view
edge_scrolling: true
# scrolling rate for all scrolling methods
scroll_speed: 1.5
# mapping of mouse clicks to actions
click_actions:
Left: Primary
Right: Secondary
Middle: Tertiary
# a mapping of keyboard characters to game actions
keybindings:
KeyEscape: Back
KeyI: ToggleInventory
KeyC: ToggleCharacter
KeyF: ToggleFormation
KeyM: ToggleMap
KeyJ: ToggleJournal
KeyR: Rest
KeySpace: EndTurn
KeyS: ScrollDown
KeyW: ScrollUp
KeyA: ScrollLeft
KeyD: ScrollRight
KeyPageUp: ZoomIn
KeyPageDown: ZoomOut
KeyF5: QuickSave
KeyGrave: ToggleConsole
KeyUp: ConsoleHistoryPrevious
KeyDown: ConsoleHistoryNext
KeyP: SelectAll
KeyX: SwapWeapons
KeyF1: SelectPartyMember1
KeyF2: SelectPartyMember2
KeyF3: SelectPartyMember3
KeyF4: SelectPartyMember4
KeyT: QuickItem1
KeyY: QuickItem2
KeyG: QuickItem3
KeyH: QuickItem4
Key1: ActivateAbility1
Key2: ActivateAbility2
Key3: ActivateAbility3
Key4: ActivateAbility4
Key5: ActivateAbility5
Key6: ActivateAbility6
Key7: ActivateAbility7
Key8: ActivateAbility8
Key9: ActivateAbility9
Key0: ActivateAbility10
logging:
# Log level may be Off, Error, Warn, Info, Debug, or Trace
# Each level logs progressively more to log/main*.log with
# trace logging the most and error logging the least.
log_level: Info
# See log_level above. Messages at this level or higher get
# sent to stderr.
stderr_log_level: Warn
# Benchmark messages are logged at this level. See log_level above.
# This is just the level these log messages get sent at so you may not
# specify 'Off'. Whether the messages appear in the log is controlled by
# log_level above.
bench_log_level: Info
# If set to true, log files are generated with a timestamp,
# Meaning each run of the game will generate a unique log filename.
# If false, each run will simply use the same main.log file.
use_timestamps: false
# If set to false, the log file is truncated at application startup;
# all previous entries are removed. If set to true, the previous log
# entries are kept. This option will have no effect if use_timestamps
# is true, as this causes a new file to be used each time.
append: true
# Defaults used by the editor when creating areas
editor:
# The ID of the module that the editor will load
module: twin_expanse_act2
transition_image: empty
transition_sizes: [ 4by3, 4by4, 2by3, 2by4, 3by4, 4by5, 2by2 ]
cursor: "gui/white"
area:
filename: "editor_test"
id: "editor_test"
name: "Editor Test"
encounter_tile: "gui/editor_encounter"
visibility_tile: "gui/area_invis"
explored_tile: "gui/area_unexplored"
entity_layer: 7
layers:
- terrain_base
- terrain_border
- walls
- walls_top
- prop
- object
- object_interior
- decoration
- walls_aerial
- aerial
- aerial_prop
elev_tiles:
- gui/elev_lowest
- gui/elev_lower
- gui/elev_low
- gui/elev_mid
- gui/elev_high
- gui/elev_higher
- gui/elev_highest
- gui/elev_plus
- gui/elev_plus_plus
# Debugging / Cheat options
debug:
# when set to false, random encounters will not spawn on map load. some pre-scripted
# encounters will still spawn
encounter_spawning: true
# when set to false, the player will be able to see the entire area at all times.
limit_line_of_sight: true
...