# File: constants.txt # This file is used to initialize game constants for Angband. #--------------------------------------------------------------------- # 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 */ mon-gen:town-day:4 # Number of townsfolk generated in the night */ mon-gen:town-night:8 # 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:8 # 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:200 # Number of possible places to pierce room walls with tunnels dun-gen:wall-max:500 # Number of tunnel grids dun-gen:tunn-max:900 # 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 #--------------------------------------------------------------------- # 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 # Max number of grids in each town level (vertically) world:town-hgt:22 # Max number of grids in each town level (horizontally) world:town-wid:66 # Total number of feeling squares per level world:feeling-total:100 # Squares needed to see to get first feeling world:feeling-need:10 # Number of levels for each stair world:stair-skip:1 # Energy needed by player or monsters to move world:move-energy:100 #--------------------------------------------------------------------- # Carrying Capacity #--------------------------------------------------------------------- # Max number of pack slots for carrying inventory carry-cap:pack-size:23 # Max number of quiver slots for carrying missiles carry-cap:quiver-size:10 # 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. carry-cap:floor-size:23 #--------------------------------------------------------------------- # Store Parameters #--------------------------------------------------------------------- # Maximum number of discrete objects in store inventory store:inven-max:24 # Number of turns between turnovers store:turns:1000 # 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 # 1/chance of inflating the requested object level obj-make:great-obj:20 # 1/chance of inflating the requested ego item level obj-make:great-ego:20 # Maximum amount of fuel in a torch obj-make:fuel-torch:5000 # Maximum amount of fuel in a lantern obj-make:fuel-lamp:15000 # Default amount of fuel in a lantern 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 #--------------------------------------------------------------------- # Constants for non-O critical calculations # In general, those calculations compute the chance for a critical # from a linear combination of the to-hit bonuses, the player's # to-hit skill, the player's level, and the weapon or missile's # weight. If a critical happens, they then compute the power (i.e. # severity of the critical) from a random term and the weapon or # missile's weight. For more details see critical_melee() and # critical_shot() in player-attack.c. #--------------------------------------------------------------------- # Amount added to the to-hit value for calculating the chance of a melee # critical when the target is debuffed melee-critical:debuff-toh:10 # Scale factor for the weapon's weight in the chance for a melee critical melee-critical:chance-weight-scale:1 # Scale factor for the overall to-hit value when calculating the chance # for a melee critical melee-critical:chance-toh-scale:5 # Scale factor for player level when calculating the chance for a melee critical melee-critical:chance-level-scale:0 # Scale factor for the to-hit skill when calculating the chance for a melee # critical melee-critical:chance-toh-skill-scale:1 # Value added to the chance for a melee critical melee-critical:chance-offset:-60 # Maximum range for melee critical chance; if the chance is N and the maximum # range is M, then the probability a critical will happen is # min(max(0, N), M) / M; to avoid extra inaccuracies for the damage shown # within object descriptions, this should be a multiple of 100 melee-critical:chance-range:5000 # Scale factor for the weapon weight in the power of a melee critical melee-critical:power-weight-scale:1 # The maximum of the random part of the power for a melee critical melee-critical:power-random:650 # Define each of the levels for melee criticals. If no critical levels are # defined, then there's no extra damage due to critical hits. # The first value is the cutoff for the power. Any critical which has a power # less than that cutoff and is not covered by a lower power level will fall # in that level. The cutoff for the last level is not used and that level # will catch any criticals not caught by the previous levels. To be valid, # the cutoffs for all levels but the last must be in scrictly ascending order. # The second value is the damage multiplier for that power level. # The third value is the amount added to the damage for that power level. # The fourth value is the name of the message, from list-messages.h, to use when # a critical happens for that power level. melee-critical-level:400:2:5:HIT_GOOD melee-critical-level:700:2:10:HIT_GREAT melee-critical-level:900:3:15:HIT_SUPERB melee-critical-level:1300:3:20:HIT_HI_GREAT melee-critical-level:-1:4:20:HIT_HI_SUPERB # Amount added to the to-hit value for calculating the chance of a ranged # critical when the target is debuffed ranged-critical:debuff-toh:10 # Scale factor for the missile's weight in the chance for a ranged critical ranged-critical:chance-weight-scale:1 # Scale factor for the overall to-hit value when calculating the chance # for a ranged critical ranged-critical:chance-toh-scale:4 # Scale factor for player level when calculating the chance for a ranged # critical ranged-critical:chance-level-scale:2 # Scale factor for the launched to-hit skill when calculating the chance for # a ranged critical when using a launcher ranged-critical:chance-launched-toh-skill-scale:0 # Scale factor for the thrown to-hit skill when calculating the chance for # a ranged critical for a thrown object ranged-critical:chance-thrown-toh-skill-scale:0 # Value added to the chance for a ranged critical ranged-critical:chance-offset:0 # Maximum range for ranged critical chance; if the chance is N and the maximum # range is M, then the probability a critical will happen is # min(max(0, N), M) / M; to avoid extra inaccuracies for the damage shown # within object descriptions, this should be a multiple of 100 ranged-critical:chance-range:5000 # Scale factor for the missle weight in the power of a ranged critical ranged-critical:power-weight-scale:1 # The maximum of the random part of the power for a ranged critical ranged-critical:power-random:500 # Define each of the levels for ranged criticals. If no critical levels are # defined, then there's no extra damage due to critical hits. # The first value is the cutoff for the power. Any critical which has a power # less than that cutoff and is not covered by a lower power level will fall # in that level. The cutoff for the last level is not used and that level # will catch any criticals not caught by the previous levels. To be valid, # the cutoffs for all levels but the last must be in scrictly ascending order. # The second value is the damage multiplier for that power level. # The third value is the amount added to the damage for that power level. # The fourth value is the name of the message, from list-messages.h, to use # when a critical happens for that power level. ranged-critical-level:500:2:5:HIT_GOOD ranged-critical-level:1000:2:10:HIT_GREAT ranged-critical-level:-1:3:15:HIT_SUPERB #--------------------------------------------------------------------- # Constants for O critical calculations # In general, those calculations compute a "power" of the critical # by scaling the chance of a hit. The "power" is then converted to # a chance of a critical using (a * power) / (b * power + c) as the # chance where a, b, and c are constants specified here. For more # details, see o_critical_melee() and o_critical_shot() in # player-attack.c. #--------------------------------------------------------------------- # Amount added to the to-hit value for calculating the power of a melee critical # when the target is debuffed o-melee-critical:debuff-toh:10 # The numerator for the scale factor applied to the combined to-hit value to # get the power of the critical o-melee-critical:power-toh-scale-numerator:1 # The denominator for the scale factor applied to the combined to-hit value to # get the power of the critical o-melee-critical:power-toh-scale-denominator:3 # The scale factor for the critical's power in the numerator for the chance # of the critical o-melee-critical:chance-power-scale-numerator:1 # The scale factor for the critical's power in the denominator for the chance # of the critical o-melee-critical:chance-power-scale-denominator:1 # Value of an added term in the denominator for the chance of a critical o-melee-critical:chance-add-denominator:240 # Define each of the levels for melee criticals. They are considered in the # order they appear so it's convenient to put the least likely first. If no # critical levels are defined, then there's no extra damage due to critical # hits. # Except for the last level, one over the first value is the probability that # this level occurs when none of the prior levels have been selected; the last # level will always be used if none of the prior levels have been selected. # The first value must be positive. # The second value is the number of dice to add for the critical. It must be # non-negative. # The third value is the name of the message, from list-messages.h, to use # when a critical happens for that power level. o-melee-critical-level:40:5:HIT_HI_SUPERB o-melee-critical-level:12:4:HIT_HI_GREAT o-melee-critical-level:3:3:HIT_SUPERB o-melee-critical-level:2:2:HIT_GREAT o-melee-critical-level:1:1:HIT_GOOD # Amount added to the to-hit value for calculating the power of a ranged # critical when the target is debuffed o-ranged-critical:debuff-toh:10 # The numerator for the scale factor applied to the combined to-hit value to # get the power of the critical with a launched missile o-ranged-critical:power-launched-toh-scale-numerator:1 # The denominator for the scale factor applied to the combined to-hit value to # get the power of the critical with a launched missile o-ranged-critical:power-launched-toh-scale-denominator:1 # The numerator for the scale factor applied to the combined to-hit value to # get the power of the critical with a thrown missile; this and the # denominator are currently set so thrown missiles get more criticals o-ranged-critical:power-thrown-toh-scale-numerator:3 # The denominator for the scale factor applied to the combined to-hit value to # get the power of the critical with a thrown missile o-ranged-critical:power-thrown-toh-scale-denominator:2 # The scale factor for the critical's power in the numerator for the chance # of the critical o-ranged-critical:chance-power-scale-numerator:1 # The scale factor for the critical's power in the denominator for the chance # of the critical o-ranged-critical:chance-power-scale-denominator:1 # Value of an added term in the denominator for the chance of a critical o-ranged-critical:chance-add-denominator:360 # Define each of the levels for ranged criticals. They are considered in the # order they appear so it's convenient to put the least likely first. If no # critical levels are defined, then there's no extra damage due to critical # hits. # Except for the last level, one over the first value is the probability that # this level occurs when none of the prior levels have been selected; the last # level will always be used if none of the prior levels have been selected. # The first value must be positive. # The second value is the number of dice to add for the critical. It must be # non-negative. # The third value is the name of the message, from list-messages.h, to use # when a critical happens for that power level. o-ranged-critical-level:50:3:HIT_SUPERB o-ranged-critical-level:10:2:HIT_GREAT o-ranged-critical-level:1:1:HIT_GOOD