Tuning Level Settings
Level files are what loads the map and difficulty settings, They can be found in data\levels
. You will want to look at the level_x_x.lvl
files.
Level Files
Here is an example: Luxor Amun Rising's 1-1.
mapFile = "DIE KHUFU DIE"
// Ball Colors
spawnColor_1 = true
spawnColor_2 = true
spawnColor_3 = true
spawnColor_4 = true
spawnColor_5 = false
spawnColor_6 = false
spawnColor_7 = false
spawnStreak = 225
// Powerups
powerup_reverse = true
powerup_slow = true
powerup_stop = true
powerup_shotspeed = true
powerup_lightning = true
powerup_bomb = true
powerup_colorbomb = true
powerup_wild = true
powerup_scorpion = true
// Rewards
reward_gem_1 = true
reward_gem_2 = true
reward_gem_3 = true
reward_gem_4 = false
reward_gem_5 = false
reward_gem_6 = false
reward_gem_7 = false
reward_gem_8 = false
reward_gem_9 = false
reward_gem_10 = false
reward_gem_11 = false
reward_gem_12 = false
reward_gem_13 = false
reward_gem_14 = false
reward_gem_15 = false
// Win Condition (collapses and board clear)
winCondition = 100
// Vise Groups
viseGroupCount = 30
// Vise Speed
viseMaxSpeed = 800.0
viseMidMaxSpeed = 100.0
viseMidMinSpeed = 100.0
viseMinSpeed = 5.0
viseSpeedMaxBzLerp = 0.9 0.9
viseSpeedMidBzLerp = 0.25 0.75
viseSpeedMinBzLerp = 0.25 0.75
// Path Distances
viseSpawnDistance_1 = 0.6
midStartDistance_1 = 0.2
midEndDistance_1 = 0.6
Parameters
mapFile
- the folder name of your map with spaces and all in capital lettersspawnColor_n
- which sphere colors are activated. 1 is blue, 2 is yellow, 3 is red, 4 is green, 5 is purple, 6 is white and 7 is black.spawnStreak
- This was supposed to increase / decrease the chances of clusters in a pusher train, though this parameter is hardcoded.powerup_x
- Which powerups spawn. If you want to change a chance of a powerup spawning, editpowerups.txt
.reward_gem_x
- Which gems to spawn if a pusher train has been destroyed (not merged). For a reference of which gem gives a specific amount of points, refer topowerups.txt
.winCondition
- The amount of spheres destroyed to fill up the progress bar.viseMaxSpeed
- the maximum speed of the spheresviseMidMaxSpeed
- the middle-maximum speed of the spheresviseMidMinSpeed
- the middle-minimum speed of the spheresviseMinSpeed
- the minimum speed of the spheres, which is triggered on danger zone.viseSpeed(Max/Mid/Min)BzLerp
- transitions(?)viseSpawnDistance_n
- from 0 (0%) to 1 (100%), if there are no spheres in this area, spawn a new pusher trainmidStartDistance_n
- from 0 (0%) to 1 (100%),spawntriggeraviseMidMaxSpeednew train herehere.midEndDistance_n
- from 0 (0%) to 1 (100%),tryendtoviseMidMinSpeedfithereallandoftrigger thenewly spawned train here(?)viseMinSpeed.
For each path (up to 2), you must have a viseSpawnDistance, midStartDistance and midEndDistance. If there are no values for those, default values will be applied (unknown).
Every level slot you define in stage_select.uis must have their level_x_x.lvl
file. The main menu level file is level_0_0.lvl
.
powerups.txt
This txt file handles global powerup spawn chances and gem scoring. Everything here is self-explanatory.
// Powerups File
// Defines global powerup spawning chances and scoring
// Powerup Spawning
spawn_reverse = 1000
spawn_slow = 1000
spawn_stop = 1000
spawn_speed_shot = 1000
spawn_lightning = 500
spawn_bomb = 500
spawn_color_bomb = 500
spawn_wild = 1000
spawn_scorpion = 500
// Powerup Scoring
scoring_coin = 250
scoring_gem_1 = 1000
scoring_gem_2 = 2000
scoring_gem_3 = 3000
scoring_gem_4 = 4000
scoring_gem_5 = 5000
scoring_gem_6 = 6000
scoring_gem_7 = 7000
scoring_gem_8 = 8000
scoring_gem_9 = 9000
scoring_gem_10 = 10000
scoring_gem_11 = 11000
scoring_gem_12 = 12000
scoring_gem_13 = 13000
scoring_gem_14 = 14000
scoring_gem_15 = 15000