# The actual map is about one cell smaller in each dimension. map_width = 60; map_height = 40; # number of rooms == (mole_life * 4) +/- (mole_vlife * 4) mole_life = 120; mole_vlife = 60; submole_life_divisor = 2; # chances are in per-mil (12.3% == 123) special_chance = 90; tunnel_chance = 800; item_chance = 30; monster_chance = 90; # Difficulty constants for map generation and nodes. difficulty_slope = 0.3; initial_difficulty = 20; spawn_chance = 3; # Difficulty constant for finding ideal monsters. difficulty = 1.6; # The last level before good_mon starts finding harder monsters. easy_mon_max = 5; # Alternate generation parameters for the branch where the player starts. entrance_config = { 'initial_difficulty': 30, 'difficulty_slope': -1, 'special_chance': 10 }; # 1 in n + 1 chance of sometimes making a grid. gridchance = 50; # Time before switching between g.rng and corridor mode. switchlen = 8; # 1 in n + 1 chance of changing direction in each mode. randchance = 0; corrchance = 8; # Higher values make things harder to hit on average. hit_thresh = 40; # Which regions to generate: regions = [ 'SpanningRegion', 'SpanningRegion', 'PikachuRegion', 'WonkaRegion', 'ConferenceRegion', 'ScifiRegion', 'HoboRegion' ]; # This configures how pet pathfinding is done. There are three options. # 0: Classic tunnelhack behavior; pets warp to the player's location. # 1: On-the-fly Dijkstra pathfinding. This adds a bit of lag when the player # enters a node without cached paths. Also uses dijkstra pathfinding # for monsters to find non-local targets, which lags a bit too. This is # the recommended mode. # 2: Calculate shortest paths when tunnelhack starts. Overall, quicker than # Dijkstra and without in-game lag, but may take a while on slower # machines. This is deprecated and should not be used. # Modes 1 and 2 also make monsters track their targets. pet_pathfinding = 0; # Debug functionality, duh. debug = 1; # If 1, do not exit but merely print exceptions. Only good for debugging! catch_exceptions = 1; # If 1, allow players to save their games. allow_save = 1; scrollback = 500;