! app-defaults for xspacewarp 1.2 (12/22/95) ! whether to use mouse pointer inside xspacewarp window *nomouse: true ! number rows of 9x15 blocks in a sector of the universe *rows: 26 ! number columns of 9x15 blocks in a sector of the universe *columns: 79 ! The following resources refer to the number of bases, jovians, ! stars and blackholes in the universe. "min" values correspond ! to the lowest skill level of the game and "max" values ! correspond to the highest skill level. Values for the other ! skill levels are interpolated linearly between the "min" value ! and the "max" value. Populations are chosen randomly in the ! range: (average) +/- (variation). ! Limits for the average population and the variation in ! population for bases. The actual average and variation used ! is interpolated linearly from these limits as a function of ! the skill level. *minAverageBasePop: 18 *maxAverageBasePop: 18 *minVariationBasePop: 3 *maxVariationBasePop: 3 ! Limits for the average population and the variation in ! population for jovians. *minAverageJovianPop: 10 *maxAverageJovianPop: 73 *minVariationJovianPop: 3 *maxVariationJovianPop: 3 ! Limits for the average population and the variation in ! population for stars. *minAverageStarPop: 75 *maxAverageStarPop: 75 *minVariationStarPop: 5 *maxVariationStarPop: 5 ! Limits for the average population and the variation in ! population for blackholes. *minAverageBlackholePop: 5 *maxAverageBlackholePop: 5 *minVariationBlackholePop: 4 *maxVariationBlackholePop: 4 ! color for text and graphical borders *foreground: white ! background color for everything *background: black ! visual representation of the endever (icon must have exactly 3 characters) *endeverColor: white *endeverIcon: >-0 ! visual representation of the jovians (icon must have exactly 3 characters) *jovianColor: white *jovianIcon: <*> ! visual representation of the bases (icon must have exactly 3 characters) *baseColor: white *baseIcon: +0+ ! visual representation of the stars (icon must have exactly 1 character) *starColor: white *starIcon: . ! visual representation of the blackholes (icon must have exactly 1 character) *blackholeColor: black *blackholeIcon: \040 ! faser color *faserColor: white ! torpedo color *torpedoColor: white ! Fasers are drawn as dashed lines. The dash list describes the ! dash pattern of the line. A list such as "3 2 4" (elements of ! the list are separated by \040, the octal code for a space ! character) will make a dash pattern that has the first 3 ! pixels of the line lit, the next 2 pixels dark and the next 4 ! pixels lit. This pattern is repeated through the dashed ! line. The dash offset is the pixel in the dash list at which ! to begin the pattern. Eg, offset=3 in the example above would ! mean starting the dashed line with 2 lit pixels followed by 4 ! unlit pixels and then 3 lit pixels, etc. *faserDashList: 4\0404 *faserDashOffset: 0 ! Thickness of faser in pixels *faserWidth: 9 ! millisec time determines speed of ion thrusters *endeverThrustSpeed: 100 ! millisec interval for ship (base, jovian, endever) re-energizing *shipEnergizeSpeed: 3000 ! millisec interval between jovian actions *jovianActionSpeed: 100 ! millisec interval for faser movement *faserSpeed: 15 ! millisec interval for torpedo movement *torpedoSpeed: 30 ! dimensions of torpedo (in pixels) *torpedoLength: 6 *torpedoWidth: 9 ! millisec interval for rate of explosion growth *explosionSpeed: 20 *explosionColor: white ! radius to use for most ship explosions *explosionRadiusSmall: 35 ! radius to use for endever self-destruct explosion *explosionRadiusBig: 200 ! endever self-destruct code *selfDestructCode: 123 ! endever default faser/torpedo angle (radians). type float. *defaultFiringAngle: 0.0 ! starting number of torpedoes for endever *maxTorpedoes: 10 *maxJoviansPerSector: 3 *maxStarsPerSector: 5 ! probability a sector is masked (percent) *maskProbability: 5 ! When the Endever leaps into a new sector, it gets placed at a ! random location inside that sector. The euclidean distance ! (in pixels) from this location to the jovians inside the ! sector is at least this value. *minJovianDistance: 150 ! min percent energy needed for endever fasers to work *endeverMinFaserEnergy: 10 ! min percent energy for endever warpdrive to work *endeverMinWarpEnergy: 20 ! min percent energy for endever ion thrusters to work *endeverMinThrustEnergy: 10 ! min percent energy needed for jovian fasers to work *jovianMinFaserEnergy: 10 ! min percent energy for jovian warpdrive to work *jovianMinWarpEnergy: 20 ! min percent energy for ion thrusters to work *jovianMinThrustEnergy: 10 ! Now some "artificial intelligence" parameters for controlling ! jovian behavior. ! If the percent energy levels (ie, percent of maximum energy) ! of the thrusters, warpdrive, fasers and shields of a jovian ! drop to levels less than the respective "retreat" energies ! given below, then the jovian will exit the battle scene with ! probability (given as a percent) ! jovianRetreatProbability. jovianRetreatSpeed (type float) is ! the average rate (movements/sec) at which the jovian retreats ! toward the sector edge. Thus if jovianRetreatSpeed is 1.4, ! then a fleeing jovian will make a movement toward the edge of ! the sector, on average, once every 1.4 seconds. And if the ! jovian happens to already be on the edge of the sector, then ! the jovian will leap to a different sector (if its warpdrive ! energy is adequate) after a pause of 1.4 seconds on average. *jovianThrustRetreatEnergy: 30 *jovianWarpRetreatEnergy: 40 *jovianFaserRetreatEnergy: 30 *jovianShieldRetreatEnergy: 40 *jovianRetreatProbability: 50 *jovianRetreatSpeed: 1.0 ! If the endever or a base being raided is in the same sector as ! a jovian, then the jovian moves or shoots (on average) every ! jovianMaxFightFrequency seconds in the highest skill level of ! the game and every jovianMinFightFrequency seconds in lowest ! skill level. Fight frequencies for the other skill levels are ! interpolated linearly between jovianMinFightFrequency and ! jovianMaxFightFrequency. These resources are type "float". *jovianMaxFightFrequency: 1.5 *jovianMinFightFrequency: 3.5 ! When a sector contains a base and a jovian, but not the ! endever, then there is a possibility of an attack or "raid" on ! the base. These resources are the average time in seconds ! before some jovian somewhere in the universe launches a raid ! on a base. jovianMaxRaidFrequency is for the highest skill ! level, jovianMinRaidFrequency is for the lowest skill ! level. Values for other skill levels are interpolated linearly ! between these extremes. These resources are type "float". *jovianMaxRaidFrequency: 40.0 *jovianMinRaidFrequency: 400.0 ! If a jovian is in a sector containing neither a base nor the ! endever, then there is a possibility of the jovian leaping to ! a different sector. These resources are the average number of ! seconds until some jovian somewhere in the universe leaps to a ! sector containing a base or the ! endever. jovianMaxLeapFrequency is for the highest skill level ! and jovianMinLeapFrequency is for the lowest skill ! level. Values for the other skill levels are interpolated in ! between these extremes. These resources are type "float". *jovianMaxLeapFrequency: 40.0 *jovianMinLeapFrequency: 400.0 ! key bindings for the endever *widget.translations: #replace \n\ : expose() \n\ KP_Up: move(up) \n\ KP_Down: move(down) \n\ KP_Left: move(left) \n\ KP_Right: move(right) \n\ Up: move(up) \n\ Down: move(down) \n\ Left: move(left) \n\ Right: move(right) \n\ space: mission(start) sector() \n\ 1: input() scanner() \n\ 2: input() summary() \n\ 3: input() leap() \n\ 4: input() shields() \n\ 5: input() fasers() \n\ 6: input() torpedoes() \n\ 7: input() selfdestruct() \n\ 8: input() \n\ 9: input() \n\ 0: input() \n\ -: input() \n\ Return: endinput() \n\ BackSpace: backspace() \n\ n: orientation(next) replay(no) \n\ o: mission(orient) \n\ p: orientation(prev) pause() \n\ q: orientation(quit) \n\ y: replay(yes) ! end app-defaults