#include <GameConfig.h>
◆ Gameplay()
GameConfig::Gameplay::Gameplay |
( |
GameConfig * |
config | ) |
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inlineexplicit |
◆ ValidateAoeDistance()
static int GameConfig::Gameplay::ValidateAoeDistance |
( |
int |
depth | ) |
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inlinestaticprivate |
◆ ValidateArtifactLimit()
static int GameConfig::Gameplay::ValidateArtifactLimit |
( |
int |
artifact_limit | ) |
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inlinestaticprivate |
◆ ValidateFloorChecksEps()
static int GameConfig::Gameplay::ValidateFloorChecksEps |
( |
int |
eps | ) |
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inlinestaticprivate |
◆ ValidateInteractionDepth()
static int GameConfig::Gameplay::ValidateInteractionDepth |
( |
int |
depth | ) |
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inlinestaticprivate |
◆ ValidateMaxActiveAIActors()
static int GameConfig::Gameplay::ValidateMaxActiveAIActors |
( |
int |
num | ) |
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inlinestaticprivate |
◆ ValidateMaxActors()
static int GameConfig::Gameplay::ValidateMaxActors |
( |
int |
num | ) |
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inlinestaticprivate |
◆ ValidateMaxFlightHeight()
static int GameConfig::Gameplay::ValidateMaxFlightHeight |
( |
int |
max_flight_height | ) |
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inlinestaticprivate |
◆ ValidateQuickSaveCount()
static int GameConfig::Gameplay::ValidateQuickSaveCount |
( |
int |
num | ) |
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inlinestaticprivate |
◆ ValidateRangedAttackDepth()
static int GameConfig::Gameplay::ValidateRangedAttackDepth |
( |
int |
depth | ) |
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inlinestaticprivate |
◆ ValidateRecovery()
static int GameConfig::Gameplay::ValidateRecovery |
( |
int |
recovery | ) |
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inlinestaticprivate |
◆ ValidateSpellFailureRecoveryMod()
static float GameConfig::Gameplay::ValidateSpellFailureRecoveryMod |
( |
float |
mod | ) |
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inlinestaticprivate |
◆ AlternativeConditionPriorities
Bool GameConfig::Gameplay::AlternativeConditionPriorities |
Initial value:= {this, "alternative_condition_priorities", true,
"Use condition priorities from Grayface patches (e.g. Zombie has the lowest priority)."}
◆ AoeDamageDistance
Int GameConfig::Gameplay::AoeDamageDistance |
Initial value:
"Distance from point of impact of harmful AOE spell. "
"Characters and monsters will suffer damage if they are close to point of impact by this value."}
static int ValidateAoeDistance(int depth)
Definition: GameConfig.h:283
◆ ArtifactLimit
Int GameConfig::Gameplay::ArtifactLimit |
Initial value:
"Max number of artifacts that the game can generate as loot in any one playthrough. Use 0 for unlimited."}
static int ValidateArtifactLimit(int artifact_limit)
Definition: GameConfig.h:271
◆ ChestTryPlaceItems
Int GameConfig::Gameplay::ChestTryPlaceItems |
Initial value:= {this, "chest_try_place_items", 2,
"Fix problems with item loss in high-level chests. "
"Use 0 for vanilla behaviour, items that don't fit will be lost. "
"Use 1 to try to place items that didn't fit every time the chest is opened again. "
"Use 2 to try to place items that didn't fit every time an item is picked up from the chest."}
◆ FixWaterWalkManaDrain
Bool GameConfig::Gameplay::FixWaterWalkManaDrain |
Initial value:= {this, "fix_water_walk_mana_drain", true,
"Change water walk mana drain interval to 20 minutes. "
"Spell description says that mana is drained every 20 minutes, but in vanilla, it was every 5 minutes."}
◆ FloorChecksEps
Int GameConfig::Gameplay::FloorChecksEps |
Initial value:
"Maximum allowed slack for point-inside-a-polygon checks when calculating floor z level. "
"This is needed because there are actual holes in level geometry sometimes, up to several units wide."}
static int ValidateFloorChecksEps(int eps)
Definition: GameConfig.h:289
◆ Gravity
Int GameConfig::Gameplay::Gravity |
Initial value:= {this, "gravity", 5,
"Gravity strength, the higher the more gravity, 0 disables gravity completely."}
◆ KeyboardInteractionDepth
Int GameConfig::Gameplay::KeyboardInteractionDepth |
Initial value:
"Maximum range for item pickup / opening chests / activating levers / etc "
"with a keyboard (by pressing the interaction key, see keybindings.event_trigger)."}
static int ValidateInteractionDepth(int depth)
Definition: GameConfig.h:277
◆ MaxActiveAIActors
Int GameConfig::Gameplay::MaxActiveAIActors |
Initial value:
"Limit to how many actors can be in full AI state at once."}
static int ValidateMaxActiveAIActors(int num)
Definition: GameConfig.h:304
◆ MaxActors
Int GameConfig::Gameplay::MaxActors |
Initial value:
"Limit to how many total actors are possible on a map."}
static int ValidateMaxActors(int num)
Definition: GameConfig.h:301
◆ MaxFlightHeight
Int GameConfig::Gameplay::MaxFlightHeight |
Initial value:
"Maximum height for the fly spell."}
static int ValidateMaxFlightHeight(int max_flight_height)
Definition: GameConfig.h:265
◆ MinRecoveryBlasters
Int GameConfig::Gameplay::MinRecoveryBlasters |
Initial value:
"Minimum recovery time for blasters. Was 0 in vanilla, 5 in Grayface patches."}
static int ValidateRecovery(int recovery)
Definition: GameConfig.h:292
◆ MinRecoveryMelee
Int GameConfig::Gameplay::MinRecoveryMelee |
Initial value:
"Minimum recovery time for melee weapons. Was 30 in vanilla."}
◆ MinRecoveryRanged
Int GameConfig::Gameplay::MinRecoveryRanged |
Initial value:
"Minimum recovery time for ranged weapons. Was 0 in vanilla, 5 in GrayFace patches."}
◆ MouseInfoDepthIndoor
Int GameConfig::Gameplay::MouseInfoDepthIndoor |
Initial value:
"Maximum range at which right clicking on a monster produces a popup indoors. "
"Also this is the max range for the souldrinker spell indoors."}
◆ MouseInfoDepthOutdoor
Int GameConfig::Gameplay::MouseInfoDepthOutdoor |
Initial value:
"Maximum range at which right clicking on a monster produces a popup outdoors. "
"Default value is 12800 = 25 * 512, 25 map cells. "
"Also this is the max range for the souldrinker spell outdoors."}
◆ MouseInteractionDepth
Int GameConfig::Gameplay::MouseInteractionDepth |
Initial value:
"Maximum range for item pickup / opening chests / activating levers / etc with a mouse."}
◆ NewGameFood
Int GameConfig::Gameplay::NewGameFood |
Initial value:= {this, "new_game_food", 7,
"Starting food."}
◆ NewGameGold
Int GameConfig::Gameplay::NewGameGold |
Initial value:= {this, "new_game_gold", 200,
"Starting gold."}
◆ NoIndoorFallDamage
Bool GameConfig::Gameplay::NoIndoorFallDamage |
Initial value:= {this, "no_indoor_fall_damage", false,
"Disable fall damage for indoor maps."}
◆ NoPartyActorCollisions
Bool GameConfig::Gameplay::NoPartyActorCollisions |
Initial value:= {this, "no_party_actor_collisions", false,
"Disable collisions between the party and monsters on the map. Mainly useful for debugging and tests."}
◆ PartyEyeLevel
Int GameConfig::Gameplay::PartyEyeLevel |
Initial value:= {this, "party_eye_level", 160,
"Party eye level."}
◆ PartyHeight
Int GameConfig::Gameplay::PartyHeight |
Initial value:= {this, "party_height", 192,
"Party height."}
◆ PartyWalkSpeed
Int GameConfig::Gameplay::PartyWalkSpeed |
Initial value:= {this, "party_walk_speed", 384,
"Party walk speed."}
◆ QuickSaveName
String GameConfig::Gameplay::QuickSaveName |
Initial value:= {this, "quick_saves_name", "quicksave",
"What name to use to store the quick saves as."}
◆ QuickSavesCount
Int GameConfig::Gameplay::QuickSavesCount |
Initial value:
"How many quick saves have currently been used."
"This will rotate back to 0 when 5 saves has been reached."}
static int ValidateQuickSaveCount(int num)
Definition: GameConfig.h:298
◆ RangedAttackDepth
Int GameConfig::Gameplay::RangedAttackDepth |
Initial value:
"Max depth for ranged attacks and ranged spells. "
"It's impossible to target monsters that are further away than this value. "
"This is also the depth at which status bar tips are displayed on mouse over."}
static int ValidateRangedAttackDepth(int depth)
Definition: GameConfig.h:280
◆ RegenStacking
Bool GameConfig::Gameplay::RegenStacking |
Initial value:= {this, "regen_stacking", true,
"Disable for vanilla like mode where only one item will trigger HP/SP regeneration."}
◆ ShowUndentifiedItem
Bool GameConfig::Gameplay::ShowUndentifiedItem |
Initial value:= {this, "show_unidentified_item", true,
"Show unidentified items with a green tint in inventory. "
"If not set, vanilla behavior will be used with green tint applied in shops only."}
◆ ShrinkRayAoeDistance
Int GameConfig::Gameplay::ShrinkRayAoeDistance |
Initial value:
"Distance from point of impact of Shrinking Ray cast at GM mastery. "
"Monsters will be affected by this spell if they are close to point of impact by this value."}
◆ SpawnCountMultiplier
Float GameConfig::Gameplay::SpawnCountMultiplier |
Initial value:= {this, "spawn_count_multiplier", 1.0f,
"Multiplication factor for how many enemies are spawned over original."}
◆ SpellFailureRecoveryMod
Float GameConfig::Gameplay::SpellFailureRecoveryMod |
Initial value:
"Recovery time modifier when spell casting ended in failure for the reason where spell cannot be cast at all in current context. "
"Context include situation where outdoor spell is casted indoor or targeted spell is casted with no characters on screen."}
static float ValidateSpellFailureRecoveryMod(float mod)
Definition: GameConfig.h:286
◆ StartingMap
String GameConfig::Gameplay::StartingMap |
Initial value:=
String(
this,
"starting_map",
"out01.odm",
"New Game starting map.")
ConfigEntry< std::string > String
Definition: GameConfig.h:37
◆ TreatClubAsMace
Bool GameConfig::Gameplay::TreatClubAsMace |
Initial value:= {this, "treat_club_as_mace", false,
"Treat clubs as maces. "
"In vanilla clubs are using a separate hidden skill and can be equipped without learning the mace skill."}
The documentation for this class was generated from the following file: