[Misc]
// gold text data
GoldTextColor=255,255,220,0
GoldTextVelocity=0,0.03,100
GoldTextLifetime=2
GoldTextFadeStart=1
// lumber text data
LumberTextColor=255,0,200,80
LumberTextVelocity=0,0.03,100
LumberTextLifetime=2
LumberTextFadeStart=1
// bounty text data
BountyTextColor=255,255,220,0
BountyTextVelocity=0,0.03,100
BountyTextLifetime=3
BountyTextFadeStart=2
// missile 'miss' text tag data
MissTextColor=255,255,0,0
MissTextVelocity=0,0.03,100
MissTextLifetime=3
MissTextFadeStart=1
// CriticalStrike text tag data
CriticalStrikeTextColor=255,255,0,0
CriticalStrikeTextVelocity=0,0.04,100
CriticalStrikeTextLifetime=5
CriticalStrikeTextFadeStart=2
// ManaBurn text tag data
ManaBurnTextColor=255,82,82,255
ManaBurnTextVelocity=0,0.04,100
ManaBurnTextLifetime=5
ManaBurnTextFadeStart=2
// CriticalStrike text tag data
BashTextColor=255,0,0,255
BashTextVelocity=0,0.04,100
BashTextLifetime=5
BashTextFadeStart=2
ActiveButtonColor=255,75,150,255
[QuestIndicatorTimeout]
QuestIndicatorTimeout=10
[CameraMargins]
// Defines the distance (in cells) between the camera bounds and
// the playable map edge
left=4
right=4
top=2
bottom=2
[UnpathableMargins]
// Defines the default number of unpathable cells to add to each map edge
left=6
right=6
top=8
bottom=4
[DefaultZFog]
Style=0
Start=20000
End=50000
Density=0
Color=0,0,0,0
[TerrainZFog]
Style=0
Start=3000
End=5000
Density=0.5
Color=255,0,0,0
[MenuZFog]
Style=0
Start=100
End=5500
Density=1
Color=255,11,20,11
[TutorialZFog]
Style=0
Start=0
End=2000
Density=0.5
Color=255,0,51,77
[HumanZFog]
Style=0
Start=0
End=9000
Density=0.5
Color=255,77,77,51
[OrcZFog]
Style=0
Start=0
End=2950
Density=0.5
Color=255,77,51,0
[UndeadZFog]
Style=0
Start=0
End=8000
Density=0.5
Color=255,0,51,51
[NightElfZFog]
Style=0
Start=0
End=1600
Density=0.5
Color=255,51,77,128
[Terrain]
// terrain parameters
// Maximum slope in degrees, (86+ will disable slope limits)
MaxSlope=50
// Global height limits
// 0 = low ground, each cliff level = 128
MaxHeight=1536
MinHeight=-128
[FlyerMap]
// Radius, in pathing cells, to search for maximum height
MaximizeRadius=6
// Number of times to halve map size
SmoothLevels=3
[Sound]
Attenuation=3.0
MinDist=1200
MaxDist=20000
MusicFadeRate=16
MusicFadeInterval=500
[Light]
// Vector from light to world
Direction=0.3,0.3,-0.25
[SelectionCircle]
// Defines different textures to be used based on selection circle size.
// The Size## value defines the largest size which uses the given textures.
// Note that the last size does not need a Size## value since anything bigger
// than the next size down uses it.
NumSizes=3
Size00=100
Texture00=ReplaceableTextures\Selection\SelectionCircleSmall
TextureDotted00=ReplaceableTextures\Selection\SelectionCircleSmallDotted
Size01=300
Texture01=ReplaceableTextures\Selection\SelectionCircleMed
TextureDotted01=ReplaceableTextures\Selection\SelectionCircleMedDotted
Texture02=ReplaceableTextures\Selection\SelectionCircleLarge
TextureDotted02=ReplaceableTextures\Selection\SelectionCircleLargeDotted
// This value is multiplied by the SLK scale field to get the circle size
ScaleFactor=72
// This value is added to the selection circle height
// when on walkable doodads.
// Note: this is also applied to shadow images
ImageWalkableZOffset=15
// Colors
ColorFriend=255,0,255,0
ColorNeutral=255,255,255,0
ColorEnemy=255,255,0,0
AllyOffset=0.2
[Blight]
Texture=TerrainArt\Blight\Blight
PuffModel=Environment\BlightDoodad\BlightDoodad.mdl
PuffDuration=3000 // Duration of a puff, in milliseconds
PuffInterval=2500 // Interval between checks for new puffs, in milliseconds
PuffChance=0.7 // Chance for a vertex to create a puff (per interval), in percent
// Dirt Chance Table
// Specifies the chance (in percent) that a neighboring vertex will be changed to dirt
// when a vertex is blighted. Due to symmetry, only five unique values are needed
// for a 2 vertex radius. The the upper right quadrant of the table is:
//
// s2 sd d2
// s1 d1 sd
// cn s1 s2
//
// where 'cn' is the center vertex, 's' means "straight", 'd' means "diagonal".
// Note that the chance for 'cn' is always 100%, and not listed here.
//
DCT_s1=5
DCT_s2=10
DCT_sd=15
DCT_d1=5
DCT_d2=20
[Water]
// Depth-based colors
// The water plane is vertex colored based on the water "depth": the distance
// from the water plane to the ground. These values define the colors for two
// distinct ranges: "shallow" (MinDepth to DeepLevel) and "deep" (DeepLevel to MaxDepth).
// where the color is found by interpolating between the corresponding colors given
// in TerrainArt/Water.slk.
//
MinDepth=10
DeepLevel=64
MaxDepth=72
// DeepLevelPathing defines the depth below which water
// is considered "deep" for pathing and placement rules.
DeepLevelPathing=52
// WavesDepth defines the depth that terrain vertices need to be below the
// water before they will be considered "under" water for wave generation
WavesDepth=25
[FogOfWar]
FoggedTerrain=170,16,16,32
BlackMaskedTerrain=255,0,0,0
DarkMaskedTerrain=230,0,0,0
BoundaryTerrain=230,0,0,0
FoggedBoundaryTerrain=170,16,16,32
FoggedObject=255,64,64,96
BlackMaskedObject=255,0,0,0
DarkMaskedObject=255,32,32,48
BoundaryObject=255,0,0,0
FoggedBoundaryObject=255,64,64,96
ShadowImageColor=170,0,0,0
FogColorPlayer=255,255,255,255
FogColorAlly=255,255,255,0
FogColorEnemy=255,255,0,0
FogColorResource=255,32,128,128
FogColorItem=255,240,240,0
FogColorHero=255,255,255,128
FogColorDestructable=255,0,160,128
FogColorCreepAllied=255,255,120,0
FogColorBlackMaskAlpha=0
FogColorDarkMaskAlpha=40
FogColorFogMaskAlpha=128
FogColorVisibleAlpha=255
FogColorBlightMask=0,63,63,64
[Minimap]
MinimapColorBorder=255,60,60,70
[TargetingColors]
TargetLightColor=180,0,255,0
SelTargetColor=255,240,200,0
[Glue]
ControlFadeDuration=0.25
CustomLoadTimerDuration=10.0
[InfoPanel]
MeleeRangeMax=128
SpeedVerySlow=175 // lower bound, everything below this is "very slow"
SpeedSlow=220
SpeedAverage=280
SpeedFast=350 // upper bound, everything above this is "very fast"
AttackVerySlow=3 // upper bound, everything above this is "very slow"
AttackSlow=2
AttackAverage=1.5
AttackFast=1 // lower bound, everything below this is "very fast"
[BattleNetTiers]
// how many wins are needed to attain that tier
BattleNetTier2=25 // Footman
BattleNetTier3=250 // Knight
BattleNetTier4=500 // ArchMage
BattleNetTier5=1500 // Uther
[Occlusion]
MarkImage=ReplaceableTextures\Occlusion\OcclusionMark
MarkColor=255,255,0,255
OccluderColor=128,255,255,255
OccluderFadeTime=300 // Time to fade to OccluderColor, in milliseconds
BuildingsOcclude=0
[PlacementAlpha]
PlacementAlpha=200
[PingColor]
PingColor=255,0,255,0
PingAttackColor=255,255,0,0
PingAdvisorColor=255,255,255,0