//Atom Zombie Smasher manifest file.
//Blendo Games 2010

//WHAT IS THIS?
//This "manifest" file allows you to modify
//gameplay parameters.

//Lines beginning with // double slash are
//considered comments. They're ignored by
//the game.

//Debug hotkeys are available to you during gameplay:
//CTRL+SHIFT+F11: open debug menu.
//F12: Re-load your mod. Press this at any time to
//     instantly update the game with any mod changes.

//File location
//Mods are located in these folders:

// Windows 7:
// C:\Users\<username>\AppData\Roaming\AtomZombieData\mods\<modname>\

// Windows XP:
// C:\Documents and Settings\<username>\Application Data\AtomZombieData\mods\<modname>\

// Mac:
// Users\<username>\Library\Application Support\AtomZombieData\mods\<modname>\

// Linux:
// Home\<username>\.config\AtomZombieData\mods\<modname>\

//Enjoy!


//Name of this mod. 
MODNAME		Example Mod

//Mod author's name.
AUTHOR		Blendo Games

//Mod description. Edit this and write a description for your mod!
DESCRIPTION
{
This is an example mod for Atom Zombie Smasher.

Enjoy!
}


// ---------------------------------------------------------------------
// ======================= CITY/WORLD GENERATION =======================
// ---------------------------------------------------------------------

//City generation: min/max horizontal dimension of city. Size scales to city population.
GAME_CITYMINWIDTH	33
GAME_CITYMAXWIDTH	45

//City generation: min/max vertical dimension of city. Size scales to city population.
GAME_CITYMINHEIGHT	26
GAME_CITYMAXHEIGHT	30


//Building generation: min/max size a building can be.
MINBUILDINGSIZE		2
MAXBUILDINGSIZE		5

//Building generation: min/max height a building can be.
MINBUILDINGHEIGHT	10
MAXBUILDINGHEIGHT	100


//Buildings: min/max health. Health scales depending on their size.
GAME_BLD_MINHEALTH	10
GAME_BLD_MAXHEALTH	70


//Min/max amount of parks in a city.
GAME_CITYPARKS_MIN		2
GAME_CITYPARKS_MAX		7


//Min. size for a park.
PARK_MINSIZE			2


//City populations. Scales according to its zombie outbreak levels, i.e. CITYPOP_LVL1 = civilian population for outbreak level 1.
CITYPOP_LVL1		125
CITYPOP_LVL2		250
CITYPOP_LVL3		350
CITYPOP_LVL4		0


//City populations if your mod extends how many outbreak levels there are.
CITYPOP_LVL5		0
CITYPOP_LVL6		0
CITYPOP_LVL7		0
CITYPOP_LVL8		0
CITYPOP_LVL9		0
CITYPOP_LVL10		0


//Scientist populations per zombie outbreak levels.
SCIPOP_LVL1			1
SCIPOP_LVL2			5
SCIPOP_LVL3			10
SCIPOP_LVL4			0
SCIPOP_LVL5			0
SCIPOP_LVL6			0
SCIPOP_LVL7			0
SCIPOP_LVL8			0
SCIPOP_LVL9			0
SCIPOP_LVL10		0



//How many scientists player starts with at campaign start.
SCI_STARTINGAMOUNT  10


//Worldmap: maximum number of territories.
GEO_MAXCITIES		40


//Worldmap: amount of tiles wide.
GEO_WIDTH			100


//Worldmap: amount of tiles high.
GEO_HEIGHT			60


//Worldmap: minimum buffer distance between cities.
GEO_CITYBUFFER		3


//Worldmap: minimum buffer distance between world edge borders & cities.
GEO_BORDERBUFFER	6


//Clamp the city size scalers to this max population.
GAME_CITYPOPULATIONCLAMP	350


//Color: dotted borders.
GEOBORDERCOLOR_R	200
GEOBORDERCOLOR_G	220
GEOBORDERCOLOR_B	200


//Color: human-owned territories.
GEOHUMANCOLOR_R		250
GEOHUMANCOLOR_G		230
GEOHUMANCOLOR_B		140


//Color: unclaimed territories.
GEOUNCLAIMEDCOLOR_R		230
GEOUNCLAIMEDCOLOR_G		250
GEOUNCLAIMEDCOLOR_B		230


//Color: zeppelins.
GEOZEPPELINCOLOR_R	255
GEOZEPPELINCOLOR_G	170
GEOZEPPELINCOLOR_B	0




// ------------------------------------------------------------
// ======================= PEOPLE STATS =======================
// ------------------------------------------------------------


//Human wander move speed. (Seconds needed move from one tile to next tile)
HUMANSPEED				7.0


//Human evacuation run speed.  (Seconds needed move from one tile to next tile)
HUMANEVACUATIONSPEED	1.6


//Human run-away-from-zombies panic speed.  (Seconds needed move from one tile to next tile)
HUMANPANICSPEED			1.2


//Zombie default speed.   (Seconds needed move from one tile to next tile)
ZOMBIESPEED				1.55


//Casual mode: Zombie movespeed modifier. (base speed + modifer = final speed)
ZOMBIESPEED_CASUAL_MODIFIER		1.0


//Hardcore mode: Zombie movespeed modifier. (base speed + modifer = final speed)
ZOMBIESPEED_HARDCORE_MODIFIER	-0.5


//Zombie AI: determines probability that zombie will pursue humans.
//Example: ZOMBIE_CHASECHANCE 25 = 25% chance that a zombie will chase a human.
ZOMBIE_CHASECHANCE				25


//Human color.
HUMANCOLOR_R		255
HUMANCOLOR_G		230
HUMANCOLOR_B		110


//Zed color.
ZOMBIECOLOR_R		255
ZOMBIECOLOR_G		50
ZOMBIECOLOR_B		255


//Super Zed color
SUPERZOMBIECOLOR_R	255
SUPERZOMBIECOLOR_G	160
SUPERZOMBIECOLOR_B	255


//Human blood decal color.
HUMANBLOODCOLOR_R			70
HUMANBLOODCOLOR_G			0
HUMANBLOODCOLOR_B			0


//Human animated bloodspurt color.
HUMANBLOODSPURTCOLOR_R		255
HUMANBLOODSPURTCOLOR_G		30
HUMANBLOODSPURTCOLOR_B		30


//Zombie blood decal color.
ZOMBIEBLOODCOLOR_R			100
ZOMBIEBLOODCOLOR_G			150
ZOMBIEBLOODCOLOR_B			0


//Zombie animated bloodspurt color.
ZOMBIEBLOODSPURTCOLOR_R		130
ZOMBIEBLOODSPURTCOLOR_G		240
ZOMBIEBLOODSPURTCOLOR_B		0



// ---------------------------------------------------------------
// ======================= ZOMBIE SPAWNING =======================
// ---------------------------------------------------------------

//Delay between each spawn wave (in seconds).
ZED_SPAWNTIME		1.5

//How much zombies waves are spawned.
ZED_SPAWNWAVES		8

//How much zombies per wave.
ZED_SPAWNAMOUNT		2

//Initial delay before any zombie spawning happens.
ZED_INITIALDELAY	0.1


//Maximum amount of super zombies.
SUPERZOMBIE_MAX		4

//Delay (seconds) between each super zombie spawn wave.
SUPERZOMBIE_TIMER	1.5



//Chance that a mission will use the alternate zombie spawning.
//(spawn zombies in the middle of the city)
ALTERNATE_SPAWN_CHANCE			0.0

//min amount of alternate zombies.
ALTERNATE_SPAWN_AMOUNT_MIN		3

//max amount of alternate zombies.
ALTERNATE_SPAWN_AMOUNT_MAX		4


//how much alternate zombies spawn in a level-4 epidemic.
ALTERNATE_SPAWN_EPIDEMIC        32
        

// ---------------------------------------------------------------
// ======================= DAY/NIGHT CYCLE =======================
// ---------------------------------------------------------------

//Default seconds in one day.
DAYTIME_SECONDS			60


//Default seconds in one night.
NIGHTTIME_SECONDS		60


//Casual mode: daytime modifier. (seconds * modifer = final time)
DAYTIME_MODIFIER_CASUAL		1.5


//Hardcore mode: daytime modifier. (seconds * modifier = final time)
DAYTIME_MODIFIER_HARDCORE	0.75


// -------------------------------------------------------
// ======================= SCORING =======================
// -------------------------------------------------------

//How many points a human territory generates.
HUMAN_TERRITORYSCORE	20


//How many points a zombie territory generates. (outbreak level * multiplier = final score)
GAME_ZOMBIETERRITORY_MULTIPLIER		10


//Default victory points for a default game.
DEFAULTVICTORYPOINTS	6000

//Victory points for a short game.
VICTORYPOINTS_SHORT		2000

//Victory points for a long game.
VICTORYPOINTS_LONG		20000


//Score modifier for zombie outbreak levels. (people rescued * (outbreaklevel * pointmod) = final score)
GAME_OUTBREAK_POINTMOD	1.25


//How many extra rescues needed for a gold medal.
GOLDMEDALTHRESHOLD		60

//How many extra rescues needed for a silver medal.
SILVERMEDALTHRESHOLD	30


//Time threshold for getting gold medal in assault missions.
ASSAULTGOLDTIME			20

//Time threshold for getting silver medal in assault missions.
ASSAULTSILVERTIME		40


//Assault mission: how many scientists you get upon mission success.
GAME_ASSAULTSCIENTISTREWARD		35


//Assault mission: how many victory points you get upon mission success.
GAME_ASSAULT_VP_REWARD			100


// -------------------------------------------------------------------
// ======================= EXPLOSIVE BUILDINGS =======================
// -------------------------------------------------------------------


//Explosion radius for explosive buildings.
GAME_EXPLOSIVEBUILDING_RADIUS	7


//Explosion damage for explosive buildings.
GAME_EXPLOSIVEBUILDING_DAMAGE	150


//Min/max amount of explosive buildings in a city.
GAME_EXPLOSIVEBUILDING_MIN		1
GAME_EXPLOSIVEBUILDING_MAX		5


//Multiply their health by this value.
GAME_EXPLOSIVEBUILDING_HEALTHMOD	0.25


// ----------------------------------------------------
// ======================= GAME =======================
// ----------------------------------------------------

//How many people have to be rescued in a mission.
RESCUEAMOUNT_DEFAULT	60


//The people rescue quotas for the first five missions.
RESCUEAMOUNT_1			10
RESCUEAMOUNT_2			20
RESCUEAMOUNT_3			30
RESCUEAMOUNT_4			40
RESCUEAMOUNT_5			50


      

//The min/max timescale (multiply by 100 to get value, i.e. "0.1" = 10% time scale)
TIMESCALE_MIN		0.1
TIMESCALE_MAX		5.0


//Default timescale when starting new game.
TIMESCALE_DEFAULT	0.7



//The max zombie outbreak level.
GAME_MAXZOMBIELEVEL		4


//This determines how many zombie outbreak levels are Assault missions (destroy everyone before nightfall).
//  1 = only the highest outbreak level is an assault mission. 2 = the two highest outbreak levels are assault missions. 3, 4, etc.
// -1 = disable assault missions.
GAME_ASSAULTTHRESHOLD	1


// Determines whether Assault territories spread out to neighboring territories every month. 
// 0 = off, 1 = spread to 1 neighbor, 2 = spread to 2 neighbors, etc.
GAME_ASSAULTSPREAD		1


//How many new outbreaks every month.
GAME_NEWOUTBREAKAMOUNT_JAN			2
GAME_NEWOUTBREAKAMOUNT_FEB			2
GAME_NEWOUTBREAKAMOUNT_MAR			2
GAME_NEWOUTBREAKAMOUNT_APR			2
GAME_NEWOUTBREAKAMOUNT_MAY			3
GAME_NEWOUTBREAKAMOUNT_JUN			3
GAME_NEWOUTBREAKAMOUNT_JUL			3
GAME_NEWOUTBREAKAMOUNT_AUG			3
GAME_NEWOUTBREAKAMOUNT_SEP			3
GAME_NEWOUTBREAKAMOUNT_OCT			3
GAME_NEWOUTBREAKAMOUNT_NOV			2
GAME_NEWOUTBREAKAMOUNT_DEC			1


//What outbreak level occurs (random min/max) per month.
OUTBREAKS_JAN_MIN	2
OUTBREAKS_JAN_MAX	2

OUTBREAKS_FEB_MIN	2
OUTBREAKS_FEB_MAX	3

OUTBREAKS_MAR_MIN	2
OUTBREAKS_MAR_MAX	3

OUTBREAKS_APR_MIN	2
OUTBREAKS_APR_MAX	3

OUTBREAKS_MAY_MIN	2
OUTBREAKS_MAY_MAX	3

OUTBREAKS_JUN_MIN	2
OUTBREAKS_JUN_MAX	3

OUTBREAKS_JUL_MIN	2
OUTBREAKS_JUL_MAX	3

OUTBREAKS_AUG_MIN	2
OUTBREAKS_AUG_MAX	3

OUTBREAKS_SEP_MIN	2
OUTBREAKS_SEP_MAX	3

OUTBREAKS_OCT_MIN	2
OUTBREAKS_OCT_MAX	2

OUTBREAKS_NOV_MIN	2
OUTBREAKS_NOV_MAX	2

OUTBREAKS_DEC_MIN	2
OUTBREAKS_DEC_MAX	2


//Determines whether an outbreak occurs per month (0 = false, 1 = true)
OUTBREAKMONTHS_JAN	1
OUTBREAKMONTHS_FEB	1
OUTBREAKMONTHS_MAR	1
OUTBREAKMONTHS_APR	1
OUTBREAKMONTHS_MAY	1
OUTBREAKMONTHS_JUN	1
OUTBREAKMONTHS_JUL	1
OUTBREAKMONTHS_AUG	1
OUTBREAKMONTHS_SEP	1
OUTBREAKMONTHS_OCT	1
OUTBREAKMONTHS_NOV	1
OUTBREAKMONTHS_DEC	1



//Force game to give all mercenaries at campaign start.
FORCE_ALLMERCS			0


//Force the game to enable permanent mission failure.
FORCE_PERMADEATH		0


//Force the game to allow zombies to invade any territory (i.e. human-owned territories, empty territories)
FORCE_NOQUARTER			0


//Force the game to always include an offensive unit every month's merc roster.
FORCE_COMBATANT			0



//Force the game to always allow the player to customize their mercenary lineup.
FORCE_CHOOSER			0


// ------------------------------------------------------------
// ======================= MERC GENERAL =======================
// ------------------------------------------------------------


//Gather radius for helicopters.
GAME_HELI_GATHERRADIUS			10


//Heli: how long the heli waits on the ground.
HELI_LANDEDTIME			8.5


//Heli: how long the heli takes to land.
HELI_LOWERTIME			3


//Heli: how long it takes for heli to take off.
HELI_RAISETIME			2


//Heli: name of the helicopter mercenary team.
HELI_NAME				Pleasant Pheasant


//Artillery: seconds it takes for visual bomb to fall.
GAME_DISPLAYBOMB_FALLTIME	2.0


//Artillery: in a multi-shell barrage, seconds between shells.
GAME_BARRAGEGAP				0.8


//Dynamite: how much damage is inflicted to buildings.
DYNAMITE_DMG			100

//Dynamite: seconds between detonations.
DYNAMITE_GAPTIME		0.3

//Dynamite: seconds before initial detonation.
DYNAMITE_INITIALTIME	0.3


//How many mercs you can carry to a mission.
MERCS_MAX				4

//How many mercs you can carry w/ the "zeppelin cabin" upgrade.
MERCS_MAX_PLUS			5


//Amount of mercs you can carry when Party Wagon is active.
//Note this overrides the Mercs_max and Mercs_max_plus values.
PARTYWAGON_MERCS		5


//Lifetime of barricades. (in seconds) (-1 = never decay)
BARRICADE_LIFETIME		240


//Snipers: minimum size building snipers can be placed.
SNIPER_MINBUILDINGSIZE	2


// How many mercs are made available to players.
// Example: "MERCS_AMT_INFANTRY  4" will give four infantry squads.  0 = not available.
MERCS_AMT_ARTILLERY     1
MERCS_AMT_LANDMINE		1
MERCS_AMT_DYNAMITE		1
MERCS_AMT_BARRICADE		1
MERCS_AMT_SNIPERS		1
MERCS_AMT_INFANTRY		1
MERCS_AMT_NECTAR		1



// The first merc the player receives is guaranteed to be an "offensive" merc. This determines
// which mercs are considered offensive. (1 = offensive, 0 = not offensive)
// Note: the "combatant" modifier also uses these values.
MERCS_OFFENSIVE_ARTILLERY	1
MERCS_OFFENSIVE_INFANTRY	1
MERCS_OFFENSIVE_SNIPERS		1
MERCS_OFFENSIVE_LANDMINE	0
MERCS_OFFENSIVE_DYNAMITE	0
MERCS_OFFENSIVE_BARRICADE	0
MERCS_OFFENSIVE_NECTAR		0



//The random min/max amount of damage inflicted by mines.
MINE_MAXDAMAGE				50
MINE_MINDAMAGE				20


//The delay before a mine blows up.
MINE_TRIGGERTIME			1.3


// ----------------------------------------------------------
// ======================= MERC STATS =======================
// ----------------------------------------------------------

//Infantry: refire time. Fire 1 bullet per 'X' seconds.
INFANTRY_REFIRE			0.3

//Infantry: accuracy levels.
INFANTRY_ACCURACY_0		0.4
INFANTRY_ACCURACY_1		0.6
INFANTRY_ACCURACY_2		0.8
INFANTRY_ACCURACY_3		0.9
INFANTRY_ACCURACY_4		1.0


//Infantry: speed levels.
INFANTRY_SPEED_0		1.0
INFANTRY_SPEED_1		1.2
INFANTRY_SPEED_2		1.4
INFANTRY_SPEED_3		1.6
INFANTRY_SPEED_4		1.8
INFANTRY_SPEED_5		1.85
INFANTRY_SPEED_6		1.9
INFANTRY_SPEED_7		1.95


//Heli: arrival time
STAT_HELI_ARRIVALTIME_1		6
STAT_HELI_ARRIVALTIME_2		5.6
STAT_HELI_ARRIVALTIME_3		5.2
STAT_HELI_ARRIVALTIME_4		4.8
STAT_HELI_ARRIVALTIME_5		4.4
STAT_HELI_ARRIVALTIME_6		4
STAT_HELI_ARRIVALTIME_7		3.9
STAT_HELI_ARRIVALTIME_8		3.8
STAT_HELI_ARRIVALTIME_9		3.7
STAT_HELI_ARRIVALTIME_10	3.6
STAT_HELI_ARRIVALTIME_11	3.5


//Heli: passenger load time
STAT_HELI_LOADTIME_1		0.25
STAT_HELI_LOADTIME_2		0.23
STAT_HELI_LOADTIME_3		0.21
STAT_HELI_LOADTIME_4		0.19
STAT_HELI_LOADTIME_5		0.17
STAT_HELI_LOADTIME_6		0.15


//Landmines: amounts
STAT_LANDMINE_AMOUNTS_1		3
STAT_LANDMINE_AMOUNTS_2		4
STAT_LANDMINE_AMOUNTS_3		5
STAT_LANDMINE_AMOUNTS_4		6
STAT_LANDMINE_AMOUNTS_5		7
STAT_LANDMINE_AMOUNTS_6		8


//Snipers: refire time
STAT_SNIPERS_REFIRETIME_1	1.1
STAT_SNIPERS_REFIRETIME_2	0.9
STAT_SNIPERS_REFIRETIME_3	0.8
STAT_SNIPERS_REFIRETIME_4	0.7
STAT_SNIPERS_REFIRETIME_5	0.6
STAT_SNIPERS_REFIRETIME_6	0.5


//Snipers: reposition time
STAT_SNIPERS_REPOSITIONTIME_1	3
STAT_SNIPERS_REPOSITIONTIME_2	2
STAT_SNIPERS_REPOSITIONTIME_3	1
STAT_SNIPERS_REPOSITIONTIME_4	0.6
STAT_SNIPERS_REPOSITIONTIME_5	0.5
STAT_SNIPERS_REPOSITIONTIME_6	0.4
STAT_SNIPERS_REPOSITIONTIME_7	0.3
STAT_SNIPERS_REPOSITIONTIME_8	0.2


//Zed bait: range
STAT_NECTAR_RANGE_1			7
STAT_NECTAR_RANGE_2			8
STAT_NECTAR_RANGE_3			9
STAT_NECTAR_RANGE_4			10
STAT_NECTAR_RANGE_5			11
STAT_NECTAR_RANGE_6			12
STAT_NECTAR_RANGE_7			13
STAT_NECTAR_RANGE_8			14


//Zed bait: lifetime
STAT_NECTAR_LIFETIME_1		8
STAT_NECTAR_LIFETIME_2		10
STAT_NECTAR_LIFETIME_3		12
STAT_NECTAR_LIFETIME_4		14
STAT_NECTAR_LIFETIME_5		16
STAT_NECTAR_LIFETIME_6		18
STAT_NECTAR_LIFETIME_7		20


//Zed bait: reload time
STAT_NECTAR_RELOAD_1		30
STAT_NECTAR_RELOAD_2		27
STAT_NECTAR_RELOAD_3		23
STAT_NECTAR_RELOAD_4		20
STAT_NECTAR_RELOAD_5		18
STAT_NECTAR_RELOAD_6		16
STAT_NECTAR_RELOAD_7		14
STAT_NECTAR_RELOAD_8		12


//Artillery: impact time
STAT_ARTY_IMPACTTIME_1		7
STAT_ARTY_IMPACTTIME_2		5
STAT_ARTY_IMPACTTIME_3		4
STAT_ARTY_IMPACTTIME_4		3
STAT_ARTY_IMPACTTIME_5		2.9
STAT_ARTY_IMPACTTIME_6		2.8
STAT_ARTY_IMPACTTIME_7		2.7
STAT_ARTY_IMPACTTIME_8		2.6
STAT_ARTY_IMPACTTIME_9		2.5

//Artillery: reload time
STAT_ARTY_RELOADTIME_1		12
STAT_ARTY_RELOADTIME_2		10
STAT_ARTY_RELOADTIME_3		8
STAT_ARTY_RELOADTIME_4		6
STAT_ARTY_RELOADTIME_5		5.9
STAT_ARTY_RELOADTIME_6		5.8
STAT_ARTY_RELOADTIME_7		5.7
STAT_ARTY_RELOADTIME_8		5.6
STAT_ARTY_RELOADTIME_9		5.5


//Artillery: how much shells available per level.
STAT_ARTY_SHELLS_1			1
STAT_ARTY_SHELLS_2			2
STAT_ARTY_SHELLS_3			3
STAT_ARTY_SHELLS_4			4
STAT_ARTY_SHELLS_5			5
STAT_ARTY_SHELLS_6			6
STAT_ARTY_SHELLS_7			7
STAT_ARTY_SHELLS_8			8
STAT_ARTY_SHELLS_9			9
STAT_ARTY_SHELLS_10			10



//Dynamite: amounts
STAT_DYNAMITE_AMOUNTS_1		4
STAT_DYNAMITE_AMOUNTS_2		5
STAT_DYNAMITE_AMOUNTS_3		6
STAT_DYNAMITE_AMOUNTS_4		7
STAT_DYNAMITE_AMOUNTS_5		8
STAT_DYNAMITE_AMOUNTS_6		9
STAT_DYNAMITE_AMOUNTS_7		10


//Barricades: amounts
STAT_BARRICADE_AMOUNTS_1	2
STAT_BARRICADE_AMOUNTS_2	3
STAT_BARRICADE_AMOUNTS_3	4
STAT_BARRICADE_AMOUNTS_4	5



// -----------------------------------------------------------
// ======================= MERC COLORS =======================
// -----------------------------------------------------------


//Zed bait
NECTARCOLOR_R	0
NECTARCOLOR_G	170
NECTARCOLOR_B	255


//Artillery
BOMBCOLOR_R		255
BOMBCOLOR_G		100
BOMBCOLOR_B		0


//Sniper
SNIPERCOLOR_R		0
SNIPERCOLOR_G		255
SNIPERCOLOR_B		255


//Mines
MINECOLOR_R		120
MINECOLOR_G		180
MINECOLOR_B		255


//Infantry
INFANTRYCOLOR_R		70
INFANTRYCOLOR_G		220
INFANTRYCOLOR_B		80


//Infantry paths.
INFANTRYPATHCOLOR_R		120
INFANTRYPATHCOLOR_G		210
INFANTRYPATHCOLOR_B		145


//Infantry visibility cone.
INFANTRYVISIBILITYCOLOR_R		0
INFANTRYVISIBILITYCOLOR_G		255
INFANTRYVISIBILITYCOLOR_B		0


//Helicopter
HELICOLOR_R		255
HELICOLOR_G		200
HELICOLOR_B		40


//DONE BUTTON
RESEARCHCOLOR_R		70
RESEARCHCOLOR_G		180
RESEARCHCOLOR_B		255



//Color of the civilian glow when helicopter arrives.
HELI_GATHERCOLOR_R	255
HELI_GATHERCOLOR_G	255
HELI_GATHERCOLOR_B	255
HELI_GATHERCOLOR_A	255


//Color of the zombie glow when Zed Bait attracts zombies.
NECTAR_GATHERCOLOR_R	128
NECTAR_GATHERCOLOR_G	255
NECTAR_GATHERCOLOR_B	255
NECTAR_GATHERCOLOR_A	255


// ----------------------------------------------------------
// ======================= MILESTONES =======================
// ----------------------------------------------------------

//Victory point requirements for milestones. (-1 = never unlocks, 0 = unlocks at campaign start)
MS_RESEARCH				700
MS_CATBIRD				1200
MS_ELEPHANTBIRD			2000
MS_LLAMABOMB			2600
MS_CABIN				3500

MS_BIGOUTBREAKS			500
MS_EXPLOSIVEBUILDINGS	1500
MS_SUPERZOMBIES			2500


//Alternate victory point milestones. Inverts which victory track the milestone appears on.
( _Z = zombie track, _H = human track )
MS_RESEARCH_Z			-1
MS_CATBIRD_Z			-1
MS_ELEPHANTBIRD_Z		-1
MS_LLAMABOMB_Z			-1
MS_CABIN_Z				-1
MS_LLAMAPURCHASEABLE_Z	-1

MS_BIGOUTBREAKS_H		-1
MS_EXPLOSIVEBUILDINGS_H	-1
MS_SUPERZOMBIES_H		-1



//This lets player purchase llamabombs.
MS_LLAMAPURCHASEABLE	-1

//How much the purchaseable llamabomb costs (scientists).
LLAMA_COST				15

// -----------------------------------------------------------------------
// ======================= UPGRADES, PURCHASEABLES =======================
// -----------------------------------------------------------------------

//XP level quotas.
XP_LVL02	125
XP_LVL03	250
XP_LVL04	500
XP_LVL05	1000
XP_LVL06	2000
XP_LVL07	4000
XP_LVL08	8000
XP_LVL09	16000
XP_LVL10	32000
XP_LVL11	64000
XP_LVL12	128000


//Helicopter capacity upgrades.
UPG_HELICARRY_1			30
UPG_HELICARRY_2			40
UPG_HELICARRY_3			45
UPG_HELICARRY_4			50
UPG_HELICARRY_5			55
UPG_HELICARRY_6			60
UPG_HELICARRY_7			65

UPG_HELICARRY_COST_2	25
UPG_HELICARRY_COST_3	30
UPG_HELICARRY_COST_4	35
UPG_HELICARRY_COST_5	40
UPG_HELICARRY_COST_6	45
UPG_HELICARRY_COST_7	50



//Scientist speed boost upgrades. (1 = normal speed, 0 = lightning speed)
UPG_SPEEDBOOTS_1		1
UPG_SPEEDBOOTS_2		0.5
UPG_SPEEDBOOTS_3		0.35
UPG_SPEEDBOOTS_4		0.2

UPG_SPEEDBOOTS_COST_2	15
UPG_SPEEDBOOTS_COST_3	20
UPG_SPEEDBOOTS_COST_4	25


//Merc XP bonus upgrades. (multiplies how much XP the mercs get)
UPG_XPBONUSAMOUNTS_1	1
UPG_XPBONUSAMOUNTS_2	1.1
UPG_XPBONUSAMOUNTS_3	1.15
UPG_XPBONUSAMOUNTS_4	1.2
UPG_XPBONUSAMOUNTS_5	1.25

UPG_XPBONUSCOSTS_2		15
UPG_XPBONUSCOSTS_3		20
UPG_XPBONUSCOSTS_4		25
UPG_XPBONUSCOSTS_5		30


//Llama bomb upgrades. (how many llamabombs you can drop at one time)
UPG_LLAMAAMOUNT_1		2
UPG_LLAMAAMOUNT_2		3
UPG_LLAMAAMOUNT_3		4

UPG_LLAMACOST_2			10
UPG_LLAMACOST_3			25


//Artillery barrage upgrades. How many shells dropped per payload.
UPG_BARRAGEAMOUNTS_1	1
UPG_BARRAGEAMOUNTS_2	2
UPG_BARRAGEAMOUNTS_3	4
UPG_BARRAGEAMOUNTS_4	6
UPG_BARRAGEAMOUNTS_5	8

UPG_BARRAGECOST_2		15
UPG_BARRAGECOST_3		25
UPG_BARRAGECOST_4		30
UPG_BARRAGECOST_5		35


//Elephantbird upgrades. How many shells dropped per payload
UPG_ELEPHANTBIRDAMOUNTS_1	3
UPG_ELEPHANTBIRDAMOUNTS_2	6
UPG_ELEPHANTBIRDAMOUNTS_3	12
UPG_ELEPHANTBIRDAMOUNTS_4	24

UPG_ELEPHANTBIRDCOST_2		10
UPG_ELEPHANTBIRDCOST_3		15
UPG_ELEPHANTBIRDCOST_4		20


//Catbird upgrades. Multiplier for how quickly catbird points are earned.
UPG_CATBIRDAMOUNTS_1		1
UPG_CATBIRDAMOUNTS_2		1.2
UPG_CATBIRDAMOUNTS_3		1.3
UPG_CATBIRDAMOUNTS_4		1.4

UPG_CATBIRDCOST_2			20
UPG_CATBIRDCOST_3			25
UPG_CATBIRDCOST_4			30


//Kraken upgrades. Damage multiplier for explosive weapons vs. mega zed.
UPG_KRAKENAMOUNTS_1		1
UPG_KRAKENAMOUNTS_2		1.5
UPG_KRAKENAMOUNTS_3		2
UPG_KRAKENAMOUNTS_4		2.5

UPG_KRAKENCOST_2		15
UPG_KRAKENCOST_3		20
UPG_KRAKENCOST_4		25




// ---------------------------------------------------------
// ======================= RENDERING =======================
// ---------------------------------------------------------


//Renderer: how much units is one tile.
TILESIZE	64


//Renderer: size dimensions of a person.
PERSONHEIGHT		14
PERSONWIDTH			10
ZOMBIEWIDTH			16
SUPERZOMBIEWIDTH	48
SUPERZOMBIEHEIGHT	96


// --------------------------------------------------
// ======================= UI =======================
// --------------------------------------------------

//UI: Position of main tooltip.
UI_TOOLTIP1_Y		95

//UI: Position of top mini-tooltip.
UI_TOOLTIP2_Y		135

//UI: Position of bottom mini-tooltip.
UI_TOOLTIP3_Y		58


//UI: Distance before mouse is considered "hovering" over unit.
HOVERTOLERANCE		1000


//UI: Height of the top bar.
SUPPLYBAR_HEIGHT	30

//UI: Height of the bottom bar.
BARHEIGHT			55


//The starting year.
START_YEAR				1961


//Time it takes to sign a signature.
GAME_SIGNATURETIME			0.4


//Color of the paper menus. (_R = red, _G = green, _B = blue, 0-255)
PAPERCOLOR_R		210
PAPERCOLOR_G		195
PAPERCOLOR_B		160


//Color of menu titles.
UICOLOR_R			255
UICOLOR_G			210
UICOLOR_B			0


//Color of the buttons.
UI_BUTTONIDLE_R		55
UI_BUTTONIDLE_G		75
UI_BUTTONIDLE_B		50


//Color of the buttons during mousehover.
UI_BUTTONIDLEGLOW_R	95
UI_BUTTONIDLEGLOW_G	120
UI_BUTTONIDLEGLOW_B	90


//Zedpedia entries given to player throughout campaign.
ZEDPEDIA_ENTRY1		evacheli
ZEDPEDIA_ENTRY2		zeppelin
ZEDPEDIA_ENTRY3		zedautopsy
ZEDPEDIA_ENTRY4		his_lewis
ZEDPEDIA_ENTRY5		his_eighteen
ZEDPEDIA_ENTRY6		his_hyperborea
ZEDPEDIA_ENTRY7		his_arouet



//DONE BUTTON
DONECOLOR_R		200
DONECOLOR_G		40
DONECOLOR_B		40


//Selection circle when hovering over units.
SELECTIONCIRCLECOLOR_R	255
SELECTIONCIRCLECOLOR_G	255
SELECTIONCIRCLECOLOR_B	255


//Color: dotted line for "invalid selection" (world map)
GEOERRORLINECOLOR_R		180
GEOERRORLINECOLOR_G		0
GEOERRORLINECOLOR_B		0


//Color: tooltips.
TOOLTIPCOLOR_R			32
TOOLTIPCOLOR_G			96
TOOLTIPCOLOR_B			145


//Allocate this quantity of slots for the merc buttons UI.
UI_CONTROLBOX_BUTTONS	8


// ------------------------------------------------------
// ======================= CAMERA =======================
// ------------------------------------------------------

//Min/max camera parameters during worldmap.
CAM_GEOMINCAMDIST		-2000
CAM_GEOMAXCAMDIST		-4000


//Min/max camera parameters during city missions.
CAM_CITYMINCAMDIST		-1000
CAM_CITYMAXCAMDIST		-2000


//City missions: maximum amount of zombiespawners per side.
GAME_MAXSPAWNERS_PERSIDE		3


//Camera: how long it takes to zoom in one step.
ZOOMTIME	0.08


//Camera: how far to zoom in one step.
ZOOMSTEP	0.5


//Camera: how fast you can drag-pan with mouse when fully zoomed in.
MINPANDISTANCE 192

//Camera: how fast you can drag-pan with mouse when fully zoomed out.
MAXPANDISTANCE 512


//Camera: how fast you can pan with keyboard when fully zoomed out.
MAXKEYBOARDPANDISTANCE 700

//Camera: how fast you can pan with keyboard when fully zoomed in.
MINKEYBOARDPANDISTANCE 1024


