SoUI 0.5版本占坑
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[Misc]
FadeBuffMinDuration=10
FadeBuffMinAlpha=96
FadeBuffMaxAlpha=255
// gold text data
GoldTextColor=255,255,220,0
GoldTextHeight=0.024
GoldTextVelocity=0,0.03
GoldTextLifetime=2
GoldTextFadeStart=1
// lumber text data
LumberTextColor=255,0,200,80
LumberTextHeight=0.024
LumberTextVelocity=0,0.03
LumberTextLifetime=2
LumberTextFadeStart=1
// bounty text data
BountyTextColor=255,255,220,0
BountyTextHeight=0.024
BountyTextVelocity=0,0.03
BountyTextLifetime=3
BountyTextFadeStart=2
// missile 'miss' text tag data
MissTextColor=255,255,0,0
MissTextHeight=0.024
MissTextVelocity=0,0.03
MissTextLifetime=3
MissTextFadeStart=1
// CriticalStrike text tag data
CriticalStrikeTextColor=255,255,0,0
CriticalStrikeTextHeight=0.024
CriticalStrikeTextVelocity=0,0.04
CriticalStrikeTextLifetime=5
CriticalStrikeTextFadeStart=2
// ShadowStrike text tag data
ShadowStrikeTextColor=255,160,255,0
ShadowStrikeTextHeight=0.024
ShadowStrikeTextVelocity=0,0.04
ShadowStrikeTextLifetime=5
ShadowStrikeTextFadeStart=2
// ManaBurn text tag data
ManaBurnTextColor=255,82,82,255
ManaBurnTextHeight=0.024
ManaBurnTextVelocity=0,0.04
ManaBurnTextLifetime=5
ManaBurnTextFadeStart=2
// CriticalStrike text tag data
BashTextColor=255,0,0,255
BashTextVelocity=0,0.04
BashTextLifetime=5
BashTextFadeStart=2
// Lava Spawn Vertex Colors
LavaSpawnColor=255,255,255,255,255,220,220,220,255,185,185,185
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=1920
MinHeight=-1920
[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
[FontHeights]
ToolTipName=0.011
ToolTipDesc=0.011
ToolTipCost=0.011
ChatEditBar=0.013
CommandButtonNumber=0.009
WorldFrameMessage=0.015
WorldFrameTopMessage=0.024
WorldFrameUnitMessage=0.015
WorldFrameChatMessage=0.013
Inventory=0.011
LeaderBoard=0.007
PortraitStats=0.011
UnitTipPlayerName=0.011
UnitTipDesc=0.011
ScoreScreenNormal=0.011
ScoreScreenLarge=0.011
ScoreScreenTeam=0.009