Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- <?xml version="1.0" encoding="utf-8"?>
- <Config>
- <!-- This is a comment -->
- <!-- <Integer id="NumLogos">2</Integer> -->
- <!-- <String id="StringName">BETA</String> -->
- <!-- <Boolean id="UpsellExit">True</Boolean> -->
- <!-- <Float id="Stuffs">2.56</Float> -->
- <!-- <FloatArray id="TestFloatArray"><Float>1.0</Float>
- <Float>2.0</Float></FloatArray> -->
- <!-- DEBUG VARS -->
- <!-- These are only meant to be used as temporary vars to update UI or test something out -->
- <Float id="F1">0.0</Float>
- <Float id="F2">0.0</Float>
- <!-- DEBUG DRAWING -->
- <!-- 0 = Off -->
- <!-- 1 = Multiplier ball spawning info -->
- <!-- 2 = Spirit Animal info -->
- <!-- 3 = target ball info -->
- <Integer id="DebugText">1</Integer>
- <Boolean id="DisplaySafeZone">false</Boolean>
- <!-- 0 = Off -->
- <!-- 1 = Level time/scores (including bosses) -->
- <!-- 2 = General stats -->
- <Integer id="DisplayProfile">0</Integer>
- <!-- AUTO MONKEY -->
- <!-- 0 = Off -->
- <!-- 1 = Play through main game -->
- <!-- 2 = Play through iron frog -->
- <!-- 3 = Play through weekly challenge -->
- <!-- 4 = Play through boss rush mode -->
- <!-- 5 = Play through everything randomly -->
- <!-- 6 = Play through everything (main game, iron frog, weekly challenge, and boss rush mode) -->
- <Integer id="AutoMonkeyMode">0</Integer>
- <Float id="AutoMonkeyDelay">0.3</Float>
- <!-- How long should we wait for pressing another button? -->
- <Boolean id="AutoMonkeyRandomlyPressButtons">false</Boolean>
- <!-- Should we randomly press buttons during our playthrough? -->
- <!-- FOR TEST -->
- <Boolean id="AutoRetryLevels">true</Boolean>
- <!-- Whether we automatically retry levels without having to click yes -->
- <Boolean id="AlwaysGoToNextLevel">false</Boolean>
- <!-- When you beat a level, should you go to the next level regardless of whether you've beaten it before or not? -->
- <!-- THIS WILL ONLY RUN ONCE AT THE BEGINNING OF THE GAME AND THAT IS IT! -->
- <Boolean id="ForceResetProfile">false</Boolean>
- <!-- Forces the game to wipe profile data at launch, as if it was an old version's data -->
- <!-- SCREEN TRANSITION -->
- <Float id="ScreenTransitionLength">0.6</Float>
- <!-- How long it takes to go from one screen to another -->
- <!-- GLOBALS -->
- <Float id="CurveSpeedPercentChange">100.0</Float>
- <!-- How much we should change every curve's default speed by (100% is normal speed) -->
- <Float id="FastForwardSpeedMult">15.0</Float>
- <!-- How much faster we go when fast forwarding (RStick click to toggle) -->
- <Float id="SlowMotionSpeedMult">0.05</Float>
- <!-- How much slower we go when in slow motion (LStick click to toggle) -->
- <!-- FRIEND TO BEAT -->
- <Boolean id="DrawFriendToBeat">true</Boolean>
- <!-- Draw the friend to beat UI in the top-right during gameplay -->
- <!-- RECORDING SCORES -->
- <Boolean id="RecordScoresToDisc">false</Boolean>
- <!-- If this is enabled, we record all scores to the disc -->
- <!-- WEEKLY CHALLENGE -->
- <Integer id="AccelerateWeeklyChallenge">0</Integer>
- <!-- 0: No acceleration, regular weeks, N: Weekly challenge updates every N minutes (max 59!!!!) -->
- <!-- CONTROLS -->
- <Float id="ShotCorrectionAngleToWidthDist">1500</Float>
- <!-- Max distance where we use Angle limiting on shot correction -->
- <Float id="ShotCorrectionAngleMax">9</Float>
- <!-- Max angle correction when we're under the distance above -->
- <Float id="ShotCorrectionWidthMax">60</Float>
- <!-- Max width correction when we're over the distance above -->
- <!-- CONTROLS VFX -->
- <Boolean id="HighlightTargetBall">false</Boolean>
- <!-- Draw highlight on the ball being pointed at by the frog -->
- <Boolean id="DrawShotCorrectionGuide">false</Boolean>
- <!-- Whether we draw a second aimer guide for the corrected shot point -->
- <Float id="GuideAccuracyLengthPercent">0.95</Float>
- <!-- % of distance the guide will stretch from the frog to the ball (0.0 - 1.0), only used if GuideStyle is set to 0 -->
- <Integer id="GuideStyle">0</Integer>
- <!-- 0: Original guide style, 1: Show shot correction cone -->
- <Integer id="GuideAlpha">110</Integer>
- <!-- Transparency of the DRAWMODE_NORMAL layer of the guide -->
- <Integer id="GuideGlowAlpha">45</Integer>
- <!-- Transparency of the DRAWMODE_ADDITIVE layer of the guide -->
- <Float id="GuideGlowWhiteShift">0.4</Float>
- <!-- Amount to shift the DRAWMODE_ADDITIVE layer of the guide to white to make it more glowy (0.0 - 1.0) -->
- <Float id="GuideExtraWidth">4.0</Float>
- <!-- How much extra width should be added to the guide -->
- <!-- SHOT SPEED -->
- <Float id="AccuracyBallSpeed">19.0</Float>
- <!-- How fast the ball goes when we have the accuracy powerup -->
- <Float id="SlowBallSpeedPercent">0.25</Float>
- <!-- NormalBallSpeed (or AccuracyBallSpeed) * SlowBallSpeedModifier = Slow ball speed -->
- <!-- MULTIPLIER BALL SPAWNING: Chain + Speed + Ballsdestroyed > Spawntarget -->
- <Boolean id="ShowMultiplierOnBalls">true</Boolean>
- <!-- whether or not we display "2X" etc on multiplier balls -->
- <Integer id="MultiplierOnBallsAlpha">255</Integer>
- <!-- Opacity of the text multiplier display eg. "2X" on balls -->
- <Integer id="MultiSpawnTargetMax">17</Integer>
- <!-- Default target number to spawn a new multiplier ball -->
- <Integer id="MultiSpawnDecayRate">4</Integer>
- <!-- Spawn target number decays by 1 every # of seconds specified here -->
- <Integer id="MultiSpawnTargetMin">10</Integer>
- <!-- Spawn target number won't decrease past this number-->
- <Integer id="MultiplierMax">10</Integer>
- <!-- How many multiplier balls + our current multiplier before we won't spawn any more multiplier balls -->
- <Integer id="MultiChainCap">7</Integer>
- <!-- Max effect of your current chain towards the spawn target number -->
- <Integer id="MultiChainMissDecrease">1</Integer>
- <!-- How much we decrease the chain number from a miss -->
- <Integer id="MultiSpeedCap">8</Integer>
- <!-- Max effect of your current speed value towards the spawn target number -->
- <Integer id="MultiSpeedDuration">6</Integer>
- <!-- Number of seconds of history we keep data for to calculate your speed -->
- <!-- SCORING (in-game, NOTE: the ORIGINAL values are used for Zuma bar progress so these don't affect level progression) -->
- <Integer id="PointsPerBall">200</Integer>
- <!-- If you destroy 5 balls at once, this would be 5 * PointsPerBall -->
- <Integer id="MaxGapSize">300</Integer>
- <!-- The bigger the gap, the less points you get, this is the biggest gap to get points for a gap shot -->
- <Integer id="MaxRegularGapBonus">2500</Integer>
- <!-- Maximum amount to get for a gap shot (based on gap width) when the curve is not endless -->
- <Integer id="MaxEndlessGapBonus">2500</Integer>
- <!-- Maximum amount to get for a gap shot (based on gap width) when the curve is endless -->
- <Integer id="ClearsInARowStart">2</Integer>
- <!-- You don't get points for consecutive matching shots until you've exceeded this many -->
- <Integer id="ClearsInARowBaseBonus">250</Integer>
- <!-- The base score for the clears in a row bonus -->
- <Integer id="ClearsInARowMultiplier">250</Integer>
- <!-- Bonus score for consecutive matches = clears in a row past ClearsInARowStart * this number -->
- <Integer id="ComboCountBonus">750</Integer>
- <!-- Bonus points given * the number of chained combos -->
- <Integer id="MultiBallPoints">200</Integer>
- <!-- How many points you get for destroying a multiplier ball -->
- <Integer id="ExplosionPointsPerBall">400</Integer>
- <!-- How many points you get for each ball exploded from a bomb bullet or proximity bomb -->
- <Integer id="FruitGlobalScoreMultiplier">10</Integer>
- <!-- Global multiplier for all fruit scores, to balance it against other scores -->
- <Integer id="BombBulletZumaPoints">30</Integer>
- <!-- How many zuma points to give for exploding a bomb bullet -->
- <!-- SCORING (post-game/unrelated to Zuma bar) -->
- <Integer id="ClearCurveBonus">5000</Integer>
- <!-- ClearCurveBonus = Score for getting the curve to roll into the start -->
- <Integer id="EndOfLevelCurveBonus">250</Integer>
- <!-- How many points to give for leftover space on the curve when the level is beaten -->
- <Integer id="AceTimeBonus">32000</Integer>
- <!-- (1 - TimePlayed/ParTime) * AceTimeBonus = TimeBonus -->
- <Integer id="AceTimeBonusPerSec">200</Integer>
- <!-- (AceTime - Time) * AceTimeBonus = TimeBonus -->
- <!-- ACE TIME SYSTEM-->
- <!-- 0 = original. Bonus = (1 - (Time/AceTime)) * AceTimeBonus ... or ratio of your time to ace is the percentage of the bonus you get -->
- <!-- 1 = new. Bonus = (AceTime - Time) * AceTimeBonus ... or you get the bonus for each second under ace time you got -->
- <!-- 2 = both! -->
- <Integer id="AceTimeSystem">2</Integer>
- <Boolean id="MultiplyAceTimeBonusByMultiplier">true</Boolean>
- <!-- BOMB BULLET -->
- <Boolean id="UseBombBullet">true</Boolean>
- <!-- Whether we spawn the bomb bullet or the proximity bomb -->
- <!-- PARTNERNET PROTECTION -->
- <Boolean id="RequireSecretCode">false</Boolean>
- <!-- Whether we require the secret code at launch -->
- <!-- SPIRIT ANIMALS -->
- <!-- FRUIT ANIMAL -->
- <!-- Multiplies the point value awarded when collecting fruit. Base: (mZumaScoreTarget/600)*100 (but no less than 500) -->
- <IntArray id="SAFruitBonusLevels">
- <Int>100</Int>
- <Int>110</Int>
- <Int>120</Int>
- <Int>130</Int>
- <Int>140</Int>
- <Int>150</Int>
- <Int>160</Int>
- <Int>170</Int>
- <Int>180</Int>
- <Int>190</Int>
- <Int>200</Int>
- </IntArray>
- <!-- Minimum number of seconds between spawning fruits -->
- <FloatArray id="SAFruitSpawnDelayLevels">
- <Float>10.0</Float>
- <Float>9.5</Float>
- <Float>9.0</Float>
- <Float>8.5</Float>
- <Float>8.0</Float>
- <Float>7.5</Float>
- <Float>7.0</Float>
- <Float>6.5</Float>
- <Float>6.0</Float>
- <Float>5.5</Float>
- <Float>5.0</Float>
- </FloatArray>
- <!-- How many seconds the fruit will remain available before disappearing -->
- <FloatArray id="SAFruitDurationLevels">
- <Float>10.0</Float>
- <Float>10.5</Float>
- <Float>11.0</Float>
- <Float>11.5</Float>
- <Float>12.0</Float>
- <Float>12.5</Float>
- <Float>13.0</Float>
- <Float>13.5</Float>
- <Float>14.0</Float>
- <Float>14.5</Float>
- <Float>15.0</Float>
- </FloatArray>
- <!-- Rand() % this * 100 == 0 means we spawn a fruit this frame -->
- <FloatArray id="SAFruitSpawnChanceLevels">
- <Float>3.0</Float>
- <Float>2.85</Float>
- <Float>2.7</Float>
- <Float>2.55</Float>
- <Float>2.4</Float>
- <Float>2.25</Float>
- <Float>2.1</Float>
- <Float>1.95</Float>
- <Float>1.8</Float>
- <Float>1.65</Float>
- <Float>1.5</Float>
- </FloatArray>
- <!-- SHOT SPEED ANIMAL -->
- <!-- This is the default shot speed of the frog. For reference, the Accuracy power-up always sets this to 19. -->
- <FloatArray id="SAShotSpeedLevels">
- <Float>8.0</Float>
- <Float>8.5</Float>
- <Float>9.0</Float>
- <Float>9.5</Float>
- <Float>10.0</Float>
- <Float>10.5</Float>
- <Float>11.0</Float>
- <Float>11.5</Float>
- <Float>12.0</Float>
- <Float>12.5</Float>
- <Float>13.0</Float>
- </FloatArray>
- <!-- SPECIAL BALLS ANIMAL -->
- <!-- Minimum number of seconds between spawning powerups -->
- <FloatArray id="SASpecialBallsSpawnDelayLevels">
- <Float>4.0</Float>
- <Float>3.85</Float>
- <Float>3.7</Float>
- <Float>3.55</Float>
- <Float>3.4</Float>
- <Float>3.25</Float>
- <Float>3.1</Float>
- <Float>2.95</Float>
- <Float>2.8</Float>
- <Float>2.65</Float>
- <Float>2.5</Float>
- </FloatArray>
- <!-- Rand() % this * 100 == 0 means we spawn a powerup this frame -->
- <FloatArray id="SASpecialBallsSpawnChanceLevels">
- <Float>5.0</Float>
- <Float>4.85</Float>
- <Float>4.7</Float>
- <Float>4.55</Float>
- <Float>4.4</Float>
- <Float>4.25</Float>
- <Float>4.1</Float>
- <Float>3.95</Float>
- <Float>3.8</Float>
- <Float>3.65</Float>
- <Float>3.5</Float>
- </FloatArray>
- <!-- How many seconds the powerup will remain available before disappearing -->
- <FloatArray id="SASpecialBallsDurationLevels">
- <Float>20.0</Float>
- <Float>21.0</Float>
- <Float>22.0</Float>
- <Float>23.0</Float>
- <Float>24.0</Float>
- <Float>25.0</Float>
- <Float>26.0</Float>
- <Float>27.0</Float>
- <Float>28.0</Float>
- <Float>29.0</Float>
- <Float>30.0</Float>
- </FloatArray>
- <!-- How many seconds BEFORE we consider spawning our first powerup -->
- <FloatArray id="SASpecialBallsInitialDelayLevels">
- <Float>15.0</Float>
- <Float>14.5</Float>
- <Float>14.0</Float>
- <Float>13.5</Float>
- <Float>13.0</Float>
- <Float>12.5</Float>
- <Float>12.0</Float>
- <Float>11.5</Float>
- <Float>11.0</Float>
- <Float>10.5</Float>
- <Float>10.0</Float>
- </FloatArray>
- <!-- SCORE BOOST ANIMAL -->
- <!-- Your score is multiplied by this value at the end of each level and given as a point bonus -->
- <FloatArray id="SAScoreBoostLevels">
- <Float>0.0</Float>
- <Float>0.01</Float>
- <Float>0.02</Float>
- <Float>0.03</Float>
- <Float>0.04</Float>
- <Float>0.05</Float>
- <Float>0.06</Float>
- <Float>0.07</Float>
- <Float>0.08</Float>
- <Float>0.09</Float>
- <Float>0.1</Float>
- </FloatArray>
- <IntArray id="WeeklyChallenges">
- <Int>30</Int>
- <Int>23</Int>
- <Int>13</Int>
- <Int>31</Int>
- <Int>40</Int>
- <Int>24</Int>
- <Int>4</Int>
- <Int>33</Int>
- <Int>20</Int>
- <Int>44</Int>
- <Int>25</Int>
- <Int>17</Int>
- <Int>35</Int>
- <Int>18</Int>
- <Int>42</Int>
- <Int>39</Int>
- <Int>29</Int>
- <Int>14</Int>
- <Int>45</Int>
- <Int>9</Int>
- </IntArray>
- <IntArray id="TrialLevels">
- <Int>0</Int>
- <Int>1</Int>
- <Int>4</Int>
- <Int>5</Int>
- <Int>9</Int>
- <Int>10</Int>
- <Int>13</Int>
- <Int>14</Int>
- <Int>19</Int>
- <Int>25</Int>
- </IntArray>
- </Config>
Advertisement
Add Comment
Please, Sign In to add comment