-- General Game Mode Config _G.AGHANIM_PLAYERS = 1 _G.AGHANIM_TIMED_RESPAWN_MODE = true _G.AGHANIM_TIMED_RESPAWN_TIME = 5.0 _G.AGHANIM_STARTING_LIVES = 2 _G.AGHANIM_MAX_LIVES = 4 _G.AGHANIM_STARTING_GOLD = 500 _G.AGHANIM_STARTING_SALVES = 2 _G.AGHANIM_STARTING_MANGOES = 2 _G.AGHANIM_ENABLE_BOTTLE = true _G.AGHANIM_ENCOUNTER_BOTTLE_CHARGES = 3 _G.LIFE_REVIVE_COST = 1 _G.LIFE_BUYBACK_COST = 2 _G.REVIVE_HEALTH_PCT = 100 _G.REVIVE_MANA_PCT = 100 _G.GOLD_BAG_DROP_PCT = 33 _G.HEALTH_POTION_DROP_PCT = 10 _G.MANA_POTION_DROP_PCT = 10 _G.HEAL_ON_ENCOUNTER_COMPLETE = true _G.NUM_VIABLE_ROOMS_FOR_DROPPED_ITEMS = 11 _G.PCT_BASE_TWO_ITEM_DROP = 0 _G.NUM_NEUTRAL_ITEMS_DROPPED = 40 _G.PCT_BASE_NEUTRAL_ITEM_DROP = 16 _G.NUM_CONSUMABLES_FROM_ROOM_REWARD = 2 _G.NUM_LIVES_FROM_BOSSES = 0 -- Audio _G.VOICE_LAUGH_COOLDOWN = 20.0 _G.VOICE_PERIODIC_TAUNT_COOLDOWN = 35.0 _G.VOICE_LINE_COOLDOWN = 4.0 _G.VOICE_VOLUME = 1.4 -- Atlas _G.ROOM_TYPE_INVALID = 0 _G.ROOM_TYPE_STARTING = 1 _G.ROOM_TYPE_ENEMY = 2 _G.ROOM_TYPE_TRAPS = 3 _G.ROOM_TYPE_BOSS = 4 _G.ROOM_TYPE_TRANSITIONAL = 5 _G.ROOM_TYPE_BONUS = 6 _G.RoomTypeStrings = {} RoomTypeStrings[ ROOM_TYPE_ENEMY ]= "ROOM_TYPE_ENEMY" RoomTypeStrings[ ROOM_TYPE_BOSS ] = "ROOM_TYPE_BOSS" RoomTypeStrings[ ROOM_TYPE_STARTING ] = "ROOM_TYPE_STARTING" RoomTypeStrings[ ROOM_TYPE_TRAPS ] = "ROOM_TYPE_TRAPS" RoomTypeStrings[ ROOM_TYPE_TRANSITIONAL ] = "ROOM_TYPE_TRANSITIONAL" RoomTypeStrings[ ROOM_TYPE_BONUS ] = "ROOM_TYPE_BONUS" function GetStringForRoomType( nType ) return _G.RoomTypeStrings[ nType ] end -- Room Exit directions _G.ROOM_EXIT_LEFT = 0 _G.ROOM_EXIT_TOP = 1 _G.ROOM_EXIT_RIGHT = 2 -- these are only used for UI purposes. _G.ROOM_EXIT_BOTTOM = 3 _G.ROOM_EXIT_INVALID = -1 function GetEntranceDirectionForExitType( nExitDirection ) if nExitDirection == ROOM_EXIT_LEFT then return ROOM_EXIT_RIGHT end if nExitDirection == ROOM_EXIT_TOP then return ROOM_EXIT_BOTTOM end if nExitDirection == ROOM_EXIT_RIGHT then return ROOM_EXIT_LEFT end -- You can never exit from the bottom return ROOM_EXIT_INVALID end -- Amount of XP earned per hero per depth (if the encounter gives XP) -- setting this to a value greater than zero will level up every creature; increasing its max hp and attack damage -- a value of 1.0 will increase HP by 30%, and damage by 10%; other values scale accordingly _G.GAME_DIFFICULTY_FACTOR = 0 _G.DEFAULT_PORTAL_SPAWN_INTERVAL = 30 _G.PORTAL_ESCALATION_ENABLED = true _G.PORTAL_ESCALATION_RATE = 2.5 _G.DEFAULT_MIN_CRATES_ENEMY_ENC = 8 _G.DEFAULT_MAX_CRATES_ENEMY_ENC = 10 _G.DEFAULT_MIN_CRATES_BOSS_ENC = 12 _G.DEFAULT_MAX_CRATES_BOSS_ENC = 15 _G.DEFAULT_MIN_CHESTS = 1 _G.DEFAULT_MAX_CHESTS = 2 _G.ENCOUNTER_SPAWN_BARRELS_CHANCE = 40 _G.DEFAULT_MIN_BARRELS_ENEMY_ENC = 3 _G.DEFAULT_MAX_BARRELS_ENEMY_ENC = 6 -- blessing constants _G.BLESSING_TYPE_MODIFIER = 1 _G.BLESSING_TYPE_ITEM_GRANT = 2 _G.BLESSING_TYPE_LIFE_GRANT = 3 _G.BLESSING_TYPE_GOLD_GRANT = 4