# 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; # last level before good_mon starts finding harder monsters easy_mon_max = 5; # 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. 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, so that lags a bit too. # 2: calculate shortest paths when tunnelhack starts. overall, quicker than # dijkstra and without in-game lag, but may take a while on slower # machines. # modes 1 and 2 also make monsters track their targets. pet_pathfinding = 1; # 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;