LolHacksRule

Zuma's Revenge (April 10, 2012) ConfigValues.xml

Dec 26th, 2022
1,496
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
XML 13.86 KB | None | 0 0
  1. <?xml version="1.0" encoding="utf-8"?>
  2. <Config>
  3.   <!-- This is a comment -->
  4.   <!-- <Integer id="NumLogos">2</Integer> -->
  5.   <!-- <String id="StringName">BETA</String> -->
  6.   <!-- <Boolean id="UpsellExit">True</Boolean> -->
  7.   <!-- <Float id="Stuffs">2.56</Float> -->
  8.   <!-- <FloatArray id="TestFloatArray"><Float>1.0</Float>
  9.                                          <Float>2.0</Float></FloatArray> -->
  10.   <!-- DEBUG VARS -->
  11.   <!-- These are only meant to be used as temporary vars to update UI or test something out -->
  12.   <Float id="F1">0.0</Float>
  13.   <Float id="F2">0.0</Float>
  14.   <!-- DEBUG DRAWING -->
  15.   <!-- 0 = Off -->
  16.   <!-- 1 = Multiplier ball spawning info -->
  17.   <!-- 2 = Spirit Animal info -->
  18.   <!-- 3 = target ball info -->
  19.   <Integer id="DebugText">1</Integer>
  20.   <Boolean id="DisplaySafeZone">false</Boolean>
  21.   <!-- 0 = Off -->
  22.   <!-- 1 = Level time/scores (including bosses) -->
  23.   <!-- 2 = General stats -->
  24.   <Integer id="DisplayProfile">0</Integer>
  25.   <!-- AUTO MONKEY -->
  26.   <!-- 0 = Off -->
  27.   <!-- 1 = Play through main game -->
  28.   <!-- 2 = Play through iron frog -->
  29.   <!-- 3 = Play through weekly challenge -->
  30.   <!-- 4 = Play through boss rush mode -->
  31.   <!-- 5 = Play through everything randomly -->
  32.   <!-- 6 = Play through everything (main game, iron frog, weekly challenge, and boss rush mode) -->
  33.   <Integer id="AutoMonkeyMode">0</Integer>
  34.   <Float id="AutoMonkeyDelay">0.3</Float>
  35.   <!-- How long should we wait for pressing another button? -->
  36.   <Boolean id="AutoMonkeyRandomlyPressButtons">false</Boolean>
  37.   <!-- Should we randomly press buttons during our playthrough? -->
  38.   <!-- FOR TEST -->
  39.   <Boolean id="AutoRetryLevels">true</Boolean>
  40.   <!-- Whether we automatically retry levels without having to click yes -->
  41.   <Boolean id="AlwaysGoToNextLevel">false</Boolean>
  42.   <!-- When you beat a level, should you go to the next level regardless of whether you've beaten it before or not? -->
  43.   <!-- THIS WILL ONLY RUN ONCE AT THE BEGINNING OF THE GAME AND THAT IS IT! -->
  44.   <Boolean id="ForceResetProfile">false</Boolean>
  45.   <!-- Forces the game to wipe profile data at launch, as if it was an old version's data -->
  46.   <!-- SCREEN TRANSITION -->
  47.   <Float id="ScreenTransitionLength">0.6</Float>
  48.   <!-- How long it takes to go from one screen to another -->
  49.   <!-- GLOBALS -->
  50.   <Float id="CurveSpeedPercentChange">100.0</Float>
  51.   <!-- How much we should change every curve's default speed by (100% is normal speed) -->
  52.   <Float id="FastForwardSpeedMult">15.0</Float>
  53.   <!-- How much faster we go when fast forwarding (RStick click to toggle) -->
  54.   <Float id="SlowMotionSpeedMult">0.05</Float>
  55.   <!-- How much slower we go when in slow motion (LStick click to toggle) -->
  56.   <!-- FRIEND TO BEAT -->
  57.   <Boolean id="DrawFriendToBeat">true</Boolean>
  58.   <!-- Draw the friend to beat UI in the top-right during gameplay -->
  59.   <!-- RECORDING SCORES -->
  60.   <Boolean id="RecordScoresToDisc">false</Boolean>
  61.   <!-- If this is enabled, we record all scores to the disc -->
  62.   <!-- WEEKLY CHALLENGE -->
  63.   <Integer id="AccelerateWeeklyChallenge">0</Integer>
  64.   <!-- 0: No acceleration, regular weeks, N: Weekly challenge updates every N minutes (max 59!!!!) -->
  65.   <!-- CONTROLS -->
  66.   <Float id="ShotCorrectionAngleToWidthDist">1500</Float>
  67.   <!-- Max distance where we use Angle limiting on shot correction -->
  68.   <Float id="ShotCorrectionAngleMax">9</Float>
  69.   <!-- Max angle correction when we're under the distance above -->
  70.   <Float id="ShotCorrectionWidthMax">60</Float>
  71.   <!-- Max width correction when we're over the distance above -->
  72.   <!-- CONTROLS VFX -->
  73.   <Boolean id="HighlightTargetBall">false</Boolean>
  74.   <!-- Draw highlight on the ball being pointed at by the frog -->
  75.   <Boolean id="DrawShotCorrectionGuide">false</Boolean>
  76.   <!-- Whether we draw a second aimer guide for the corrected shot point -->
  77.   <Float id="GuideAccuracyLengthPercent">0.95</Float>
  78.   <!-- % of distance the guide will stretch from the frog to the ball (0.0 - 1.0), only used if GuideStyle is set to 0 -->
  79.   <Integer id="GuideStyle">0</Integer>
  80.   <!-- 0: Original guide style, 1: Show shot correction cone -->
  81.   <Integer id="GuideAlpha">110</Integer>
  82.   <!-- Transparency of the DRAWMODE_NORMAL layer of the guide -->
  83.   <Integer id="GuideGlowAlpha">45</Integer>
  84.   <!-- Transparency of the DRAWMODE_ADDITIVE layer of the guide -->
  85.   <Float id="GuideGlowWhiteShift">0.4</Float>
  86.   <!-- Amount to shift the DRAWMODE_ADDITIVE layer of the guide to white to make it more glowy (0.0 - 1.0) -->
  87.   <Float id="GuideExtraWidth">4.0</Float>
  88.   <!-- How much extra width should be added to the guide -->
  89.   <!-- SHOT SPEED -->
  90.   <Float id="AccuracyBallSpeed">19.0</Float>
  91.   <!-- How fast the ball goes when we have the accuracy powerup -->
  92.   <Float id="SlowBallSpeedPercent">0.25</Float>
  93.   <!-- NormalBallSpeed (or AccuracyBallSpeed) * SlowBallSpeedModifier = Slow ball speed -->
  94.   <!-- MULTIPLIER BALL SPAWNING: Chain + Speed + Ballsdestroyed > Spawntarget -->
  95.   <Boolean id="ShowMultiplierOnBalls">true</Boolean>
  96.   <!-- whether or not we display "2X" etc on multiplier balls -->
  97.   <Integer id="MultiplierOnBallsAlpha">255</Integer>
  98.   <!-- Opacity of the text multiplier display eg. "2X" on balls -->
  99.   <Integer id="MultiSpawnTargetMax">17</Integer>
  100.   <!-- Default target number to spawn a new multiplier ball -->
  101.   <Integer id="MultiSpawnDecayRate">4</Integer>
  102.   <!-- Spawn target number decays by 1 every # of seconds specified here -->
  103.   <Integer id="MultiSpawnTargetMin">10</Integer>
  104.   <!-- Spawn target number won't decrease past this number-->
  105.   <Integer id="MultiplierMax">10</Integer>
  106.   <!-- How many multiplier balls + our current multiplier before we won't spawn any more multiplier balls -->
  107.   <Integer id="MultiChainCap">7</Integer>
  108.   <!-- Max effect of your current chain towards the spawn target number -->
  109.   <Integer id="MultiChainMissDecrease">1</Integer>
  110.   <!-- How much we decrease the chain number from a miss -->
  111.   <Integer id="MultiSpeedCap">8</Integer>
  112.   <!-- Max effect of your current speed value towards the spawn target number -->
  113.   <Integer id="MultiSpeedDuration">6</Integer>
  114.   <!-- Number of seconds of history we keep data for to calculate your speed -->
  115.   <!-- SCORING (in-game, NOTE: the ORIGINAL values are used for Zuma bar progress so these don't affect level progression) -->
  116.   <Integer id="PointsPerBall">200</Integer>
  117.   <!-- If you destroy 5 balls at once, this would be 5 * PointsPerBall -->
  118.   <Integer id="MaxGapSize">300</Integer>
  119.   <!-- The bigger the gap, the less points you get, this is the biggest gap to get points for a gap shot -->
  120.   <Integer id="MaxRegularGapBonus">2500</Integer>
  121.   <!-- Maximum amount to get for a gap shot (based on gap width) when the curve is not endless -->
  122.   <Integer id="MaxEndlessGapBonus">2500</Integer>
  123.   <!-- Maximum amount to get for a gap shot (based on gap width) when the curve is endless -->
  124.   <Integer id="ClearsInARowStart">2</Integer>
  125.   <!-- You don't get points for consecutive matching shots until you've exceeded this many -->
  126.   <Integer id="ClearsInARowBaseBonus">250</Integer>
  127.   <!-- The base score for the clears in a row bonus -->
  128.   <Integer id="ClearsInARowMultiplier">250</Integer>
  129.   <!-- Bonus score for consecutive matches = clears in a row past ClearsInARowStart * this number -->
  130.   <Integer id="ComboCountBonus">750</Integer>
  131.   <!-- Bonus points given * the number of chained combos -->
  132.   <Integer id="MultiBallPoints">200</Integer>
  133.   <!-- How many points you get for destroying a multiplier ball -->
  134.   <Integer id="ExplosionPointsPerBall">400</Integer>
  135.   <!-- How many points you get for each ball exploded from a bomb bullet or proximity bomb -->
  136.   <Integer id="FruitGlobalScoreMultiplier">10</Integer>
  137.   <!-- Global multiplier for all fruit scores, to balance it against other scores -->
  138.   <Integer id="BombBulletZumaPoints">30</Integer>
  139.   <!-- How many zuma points to give for exploding a bomb bullet -->
  140.   <!-- SCORING (post-game/unrelated to Zuma bar) -->
  141.   <Integer id="ClearCurveBonus">5000</Integer>
  142.   <!-- ClearCurveBonus = Score for getting the curve to roll into the start -->
  143.   <Integer id="EndOfLevelCurveBonus">250</Integer>
  144.   <!-- How many points to give for leftover space on the curve when the level is beaten -->
  145.   <Integer id="AceTimeBonus">32000</Integer>
  146.   <!-- (1 - TimePlayed/ParTime) * AceTimeBonus = TimeBonus -->
  147.   <Integer id="AceTimeBonusPerSec">200</Integer>
  148.   <!-- (AceTime - Time) * AceTimeBonus = TimeBonus -->
  149.   <!-- ACE TIME SYSTEM-->
  150.   <!-- 0 = original. Bonus = (1 - (Time/AceTime)) * AceTimeBonus ... or ratio of your time to ace is the percentage of the bonus you get -->
  151.   <!-- 1 = new. Bonus = (AceTime - Time) * AceTimeBonus ... or you get the bonus for each second under ace time you got -->
  152.   <!-- 2 = both! -->
  153.   <Integer id="AceTimeSystem">2</Integer>
  154.   <Boolean id="MultiplyAceTimeBonusByMultiplier">true</Boolean>
  155.   <!-- BOMB BULLET -->
  156.   <Boolean id="UseBombBullet">true</Boolean>
  157.   <!-- Whether we spawn the bomb bullet or the proximity bomb -->
  158.   <!-- PARTNERNET PROTECTION -->
  159.   <Boolean id="RequireSecretCode">false</Boolean>
  160.   <!-- Whether we require the secret code at launch -->
  161.   <!-- SPIRIT ANIMALS -->
  162.   <!-- FRUIT ANIMAL -->
  163.   <!-- Multiplies the point value awarded when collecting fruit. Base: (mZumaScoreTarget/600)*100 (but no less than 500) -->
  164.   <IntArray id="SAFruitBonusLevels">
  165.     <Int>100</Int>
  166.     <Int>110</Int>
  167.     <Int>120</Int>
  168.     <Int>130</Int>
  169.     <Int>140</Int>
  170.     <Int>150</Int>
  171.     <Int>160</Int>
  172.     <Int>170</Int>
  173.     <Int>180</Int>
  174.     <Int>190</Int>
  175.     <Int>200</Int>
  176.   </IntArray>
  177.   <!-- Minimum number of seconds between spawning fruits -->
  178.   <FloatArray id="SAFruitSpawnDelayLevels">
  179.     <Float>10.0</Float>
  180.     <Float>9.5</Float>
  181.     <Float>9.0</Float>
  182.     <Float>8.5</Float>
  183.     <Float>8.0</Float>
  184.     <Float>7.5</Float>
  185.     <Float>7.0</Float>
  186.     <Float>6.5</Float>
  187.     <Float>6.0</Float>
  188.     <Float>5.5</Float>
  189.     <Float>5.0</Float>
  190.   </FloatArray>
  191.   <!-- How many seconds the fruit will remain available before disappearing -->
  192.   <FloatArray id="SAFruitDurationLevels">
  193.     <Float>10.0</Float>
  194.     <Float>10.5</Float>
  195.     <Float>11.0</Float>
  196.     <Float>11.5</Float>
  197.     <Float>12.0</Float>
  198.     <Float>12.5</Float>
  199.     <Float>13.0</Float>
  200.     <Float>13.5</Float>
  201.     <Float>14.0</Float>
  202.     <Float>14.5</Float>
  203.     <Float>15.0</Float>
  204.   </FloatArray>
  205.   <!-- Rand() % this * 100 == 0 means we spawn a fruit this frame -->
  206.   <FloatArray id="SAFruitSpawnChanceLevels">
  207.     <Float>3.0</Float>
  208.     <Float>2.85</Float>
  209.     <Float>2.7</Float>
  210.     <Float>2.55</Float>
  211.     <Float>2.4</Float>
  212.     <Float>2.25</Float>
  213.     <Float>2.1</Float>
  214.     <Float>1.95</Float>
  215.     <Float>1.8</Float>
  216.     <Float>1.65</Float>
  217.     <Float>1.5</Float>
  218.   </FloatArray>
  219.   <!-- SHOT SPEED ANIMAL -->
  220.   <!-- This is the default shot speed of the frog. For reference, the Accuracy power-up always sets this to 19. -->
  221.   <FloatArray id="SAShotSpeedLevels">
  222.     <Float>8.0</Float>
  223.     <Float>8.5</Float>
  224.     <Float>9.0</Float>
  225.     <Float>9.5</Float>
  226.     <Float>10.0</Float>
  227.     <Float>10.5</Float>
  228.     <Float>11.0</Float>
  229.     <Float>11.5</Float>
  230.     <Float>12.0</Float>
  231.     <Float>12.5</Float>
  232.     <Float>13.0</Float>
  233.   </FloatArray>
  234.   <!-- SPECIAL BALLS ANIMAL -->
  235.   <!-- Minimum number of seconds between spawning powerups -->
  236.   <FloatArray id="SASpecialBallsSpawnDelayLevels">
  237.     <Float>4.0</Float>
  238.     <Float>3.85</Float>
  239.     <Float>3.7</Float>
  240.     <Float>3.55</Float>
  241.     <Float>3.4</Float>
  242.     <Float>3.25</Float>
  243.     <Float>3.1</Float>
  244.     <Float>2.95</Float>
  245.     <Float>2.8</Float>
  246.     <Float>2.65</Float>
  247.     <Float>2.5</Float>
  248.   </FloatArray>
  249.   <!-- Rand() % this * 100 == 0 means we spawn a powerup this frame -->
  250.   <FloatArray id="SASpecialBallsSpawnChanceLevels">
  251.     <Float>5.0</Float>
  252.     <Float>4.85</Float>
  253.     <Float>4.7</Float>
  254.     <Float>4.55</Float>
  255.     <Float>4.4</Float>
  256.     <Float>4.25</Float>
  257.     <Float>4.1</Float>
  258.     <Float>3.95</Float>
  259.     <Float>3.8</Float>
  260.     <Float>3.65</Float>
  261.     <Float>3.5</Float>
  262.   </FloatArray>
  263.   <!-- How many seconds the powerup will remain available before disappearing -->
  264.   <FloatArray id="SASpecialBallsDurationLevels">
  265.     <Float>20.0</Float>
  266.     <Float>21.0</Float>
  267.     <Float>22.0</Float>
  268.     <Float>23.0</Float>
  269.     <Float>24.0</Float>
  270.     <Float>25.0</Float>
  271.     <Float>26.0</Float>
  272.     <Float>27.0</Float>
  273.     <Float>28.0</Float>
  274.     <Float>29.0</Float>
  275.     <Float>30.0</Float>
  276.   </FloatArray>
  277.   <!-- How many seconds BEFORE we consider spawning our first powerup -->
  278.   <FloatArray id="SASpecialBallsInitialDelayLevels">
  279.     <Float>15.0</Float>
  280.     <Float>14.5</Float>
  281.     <Float>14.0</Float>
  282.     <Float>13.5</Float>
  283.     <Float>13.0</Float>
  284.     <Float>12.5</Float>
  285.     <Float>12.0</Float>
  286.     <Float>11.5</Float>
  287.     <Float>11.0</Float>
  288.     <Float>10.5</Float>
  289.     <Float>10.0</Float>
  290.   </FloatArray>
  291.   <!-- SCORE BOOST ANIMAL -->
  292.   <!-- Your score is multiplied by this value at the end of each level and given as a point bonus -->
  293.   <FloatArray id="SAScoreBoostLevels">
  294.     <Float>0.0</Float>
  295.     <Float>0.01</Float>
  296.     <Float>0.02</Float>
  297.     <Float>0.03</Float>
  298.     <Float>0.04</Float>
  299.     <Float>0.05</Float>
  300.     <Float>0.06</Float>
  301.     <Float>0.07</Float>
  302.     <Float>0.08</Float>
  303.     <Float>0.09</Float>
  304.     <Float>0.1</Float>
  305.   </FloatArray>
  306.   <IntArray id="WeeklyChallenges">
  307.     <Int>30</Int>
  308.     <Int>23</Int>
  309.     <Int>13</Int>
  310.     <Int>31</Int>
  311.     <Int>40</Int>
  312.     <Int>24</Int>
  313.     <Int>4</Int>
  314.     <Int>33</Int>
  315.     <Int>20</Int>
  316.     <Int>44</Int>
  317.     <Int>25</Int>
  318.     <Int>17</Int>
  319.     <Int>35</Int>
  320.     <Int>18</Int>
  321.     <Int>42</Int>
  322.     <Int>39</Int>
  323.     <Int>29</Int>
  324.     <Int>14</Int>
  325.     <Int>45</Int>
  326.     <Int>9</Int>
  327.   </IntArray>
  328.   <IntArray id="TrialLevels">
  329.     <Int>0</Int>
  330.     <Int>1</Int>
  331.     <Int>4</Int>
  332.     <Int>5</Int>
  333.     <Int>9</Int>
  334.     <Int>10</Int>
  335.     <Int>13</Int>
  336.     <Int>14</Int>
  337.     <Int>19</Int>
  338.     <Int>25</Int>
  339.   </IntArray>
  340. </Config>
Advertisement
Add Comment
Please, Sign In to add comment