[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=90 // Global height limits // 0 = low ground, each cliff level = 128 MaxHeight=3000 MinHeight=-3000 [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