[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 // ShadowStrike text tag data ShadowStrikeTextColor=255,160,255,0 ShadowStrikeTextVelocity=0,0.04,100 ShadowStrikeTextLifetime=5 ShadowStrikeTextFadeStart=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 [Camera] // Update Listener section in bin\ui\soundinfo\miscdata.txt // if the number of camera zooms changes // game camera paramters AOA=304,311,318,325,332,339 FOV=70,70,70,70,70,70 Rotation=90,90,90,90,90,90,20,20,20,20,20,20,160,160,160,160,160,160 Distance=1650,1600,1500,1400,1275,1100 FarZ=5000,5000,5000,5000,5000,5000 NearZ=100,100,100,100,100,100,60 Height=0,0,0,0,0,0,0 // Camera smoothing. Smoothing=0.00 SmoothMaxDist=1000 SmoothScale=0.80 SmoothBias=0.15 SmoothMinFPS=10 SmoothBeta=1.5 [CameraRates] // game camera change rates AOA=20 FOV=20 Rotation=30 Distance=1200 Forward=3000 Strafe=3000 [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=0,0 Start=100,0 End=5500,7000 Density=1,1 Color=255,11,20,11,255,178,178,204 [ArthasIllidanFightZFog] Style=0 Start=0 End=6000 Density=1 Color=255,92,112,120 [ArthasIllidanFightPrefetchList] File0="Sound\Ambient\DoodadEffects\FinalCinematic.mp3" File1="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0001.mrf" File3="Doodads\Cinematic\ArthasIllidanFight\ArthasCloakFight.blp" File4="Doodads\Cinematic\ArthasIllidanFight\Arthas1.blp" File5="Doodads\Cinematic\ArthasIllidanFight\StoneTiledSnowTALLtrev.blp" File6="Doodads\Cinematic\ArthasIllidanFight\IllidanBlade.blp" File7="Doodads\Cinematic\ArthasIllidanFight\FrostMorne.blp" File8="Doodads\Cinematic\ArthasIllidanFight\BigAssSky.blp" File9="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0000.mrf" File10="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0002.mrf" File11="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0003.mrf" File12="Doodads\Cinematic\ArthasIllidanFight\SpeedLines1_solid.blp" File13="Doodads\Cinematic\ArthasIllidanFight\IllidanDeathShadowA.blp" File14="Doodads\Cinematic\ArthasIllidanFight\IllidanCineStuff.blp" File15="Doodads\Cinematic\ArthasIllidanFight\IllidanCine.blp" File16="Doodads\Cinematic\ArthasIllidanFight\IceCrownWalls.blp" File17="Doodads\Cinematic\ArthasIllidanFight\IceCrownDoodads0.blp" File18="Doodads\Cinematic\ArthasIllidanFight\Ice_Natural01.blp" File19="Doodads\Cinematic\ArthasIllidanFight\Clouds8x8.blp" File20="Doodads\Cinematic\ArthasIllidanFight\Ice_Natural01.blp" File21="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0004.mrf" File22="Doodads\Cinematic\ArthasIllidanFight\ArthasCape0005.mrf" File23="Doodads\Cinematic\ArthasIllidanFight\SacrificialAltarskull1.blp" File24="Doodads\Cinematic\ArthasIllidanFight\rockShadow.blp" File25="Doodads\Cinematic\ArthasIllidanFight\IronForgeSnow01solid1.blp" File26="Doodads\Cinematic\ArthasIllidanFight\furboots2.blp" File27="Doodads\Cinematic\ArthasIllidanFight\IllidanBlade_mip1.blp" [ArthasIllidanFightSounds] Scene1="FinalCinematic" [Terrain] // terrain parameters // Maximum slope in degrees, (86+ will disable slope limits) MaxSlope=90 // 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 [TeamColorFilter] ColorIndexPlayer=1 ColorIndexAlly=2 ColorIndexCreep=12 ColorIndexEnemy=0 [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=255,0,255,210 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=255,0,0,50 FogColorCreepNormal=255,0,0,50 FogColorBlackMaskAlpha=0 FogColorDarkMaskAlpha=96 FogColorFogMaskAlpha=192 FogColorVisibleAlpha=255 FogColorBlightMask=0,63,63,64 [Minimap] MinimapColorBorder=255,60,60,70 MinimapMiddleCampThreshold=10 MinimapToughCampThreshold=20 MinimapMiddleCampScale=1.3 MinimapWeakCampColor=255,0,200,0 MinimapMiddleCampColor=255,255,128,0 MinimapToughCampColor=255,220,0,0 MinimapCampPulseScale=0.5 [TargetingColors] TargetLightColor=180,0,255,0 SelTargetColor=255,240,200,0 [Glue] ControlFadeDuration=0.25 ControlFadeDurationDebug=0.01 CustomLoadTimerDuration=10.0 [BattleNetCustomFilter] SmallMapRange=2,4 MediumMapRange=5,8 LargeMapRange=9,12 [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" [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 [Placement] PaidStructureColor=96,128,128,255 UnpaidStructureColor=96,255,128,128 [PingColor] PingColor=255,0,255,0 PingAttackColor=255,255,0,0 PingAdvisorColor=255,255,255,0 PingWaypointColor=255,255,255,255