; Copyright (c) 2008--2011 Andres Loeh ; Copyright (c) 2010--2021 Mikolaj Konarski and others (see git history) ; This file is a part of the computer game Allure of the Stars ; and is released under the terms of the GNU Affero General Public License. ; For license and copyright information, see the file LICENSE. ; ; This is a copy of the default UI settings config file ; that is embedded in the game binary. A user config file can override ; these options. Option names are case-sensitive and only ';' for comments ; is permitted. ; ; The game looks for the config file at the same path where saved games ; directory is located. E.g. on Linux the file is at ; ~/.Allure/config.ui.ini ; and on Windows it can be at ; C:\Documents And Settings\user\Application Data\Allure\config.ui.ini ; or at ; C:\Users\\AppData\Roaming\Allure\config.ui.ini ; or elsewhere. [additional_commands] ; Angband compatibility (accept target) Cmd_2 = ("KP_Insert", ([CmdAim], "", ByAimMode AimModeCmd {exploration = Dashboard, aiming = Accept})) ; Custom key rebinding example: ; ; Cmd_3 = ("a", ([CmdItem], "My Happy Cmd", Macro ["t"])) ; ; Explanation: to (t)rigger a consumable item for use, you normally use ; the key press 't'. ; Suppose you would like to use the key press 'a' instead of 't'. ; Cmd_3 - can be anything as long as it doesn't conflict or ; overlap with a binding already defined ; "a" - the new key to use ; [CmdItem] - can either be [] or [CmdItem]. If using [CmdItem] ; the new keybinding will be displayed in the help menu ; in-game alongside other keys related to handling items. ; If there is no need to have the new binding displayed ; in the help menu, it is recommended to leave this empty [] ; "My Happy Cmd" - Is a name given to your binding, which would be dispayed ; in the help page in-game if you use 'CmdItem' from above [hero_names] HeroName_0 = ("Haskell Alvin", "he") HeroName_1 = ("Alonzo Barkley", "he") HeroName_2 = ("Inés Galenti", "she") HeroName_3 = ("Ernst Abraham", "he") HeroName_4 = ("Samuel Saunders", "he") HeroName_5 = ("Roger Robin", "he") HeroName_6 = ("Christopher Flatt", "he") HeroName_7 = ("Simon Wise", "he") HeroName_8 = ("Daniel Homer", "he") HeroName_9 = ("Oleg Cracker", "he") [ui] ; Disable these to free up some keys, if you want to rebind commands ; and/or to avoid moving due to accidental key presses. movementViKeys_hjklyubn = True movementLeftHandKeys_axwdqezc = True ; recommended: "binary" or "dejavuBold" chosenFontset = "binary" ; 1.0 means don't scale; 1.5, 2.0, 3.0 give good results, <0.7 very bad ; for scales < 1 try fontsets with bolder auxiliary fonts and/or HintingLight allFontsScale = 1.0 ; NotFullscreen (default), BigBorderlessWindow (preferred), ModeChange. ; For 1920×1080 fullscreen, set allFontsScale = 1.5 above. fullscreenMode = NotFullscreen ; HP percent at which warning is emitted. hpWarningPercent = 20 ; Wrap messages after this column (measured in small font, if available). ; In Allure there is enough height to fit messages, so this can be low. ; With proportional font this value is theoretically ideal for reading comfort. msgWrapColumn = 53 ; New historyMax takes effect after removal of savefiles. ; Looks best if is divisble by screenful of message (rheight - 4 = 20). historyMax = 5002 ; Frames per second throttled at this value. maxFps = 24 ; Animations when actors act are not displayed. noAnim = False ; Hardwired commandline arguments to process. overrideCmdline = "" [fonts] ; the auxiliary fonts (the format is: kind name size hinting): binaryRegular = FontProportional "BinarySansProLH-Regular.ttf.woff" 16 HintingHeavy binaryBold = FontProportional "BinarySansProLH-Semibold.ttf.woff" 16 HintingHeavy binaryMono = FontMonospace "BinaryCodeProLH-Bold.ttf.woff" 14 HintingHeavy dejavuRegular = FontProportional "DejaVuLGCSans.ttf.woff" 15 HintingHeavy dejavuBold = FontProportional "DejaVuLGCSans-Bold.ttf.woff" 13 HintingHeavy dejavuMono = FontMonospace "Hack-Bold.ttf.woff" 13 HintingHeavy ; the map fonts (the format is: kind name size hinting cellSizeAdd): ; with allFontsScale < 1, try HintingLight for fuzzy, but less distorted shapes: 16x16xwScalable = FontMapScalable "16x16xw.woff" 16 HintingHeavy 0 ; the map fonts (the format is: kind name cellSizeAdd): 16x16xwBitmap = FontMapBitmap "16x16xw.bdf" 0 8x8xbBitmap = FontMapBitmap "8x8xb.fnt" 2 8x8xBitmap = FontMapBitmap "8x8x.fnt" 2 [fontsets] ; This is a temporary hack around bitmap font breakage caused by ; https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 ; In a couple of years this can be removed and the small bitmap fonts will work ; fine again, too. binary = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwScalable", fontPropRegular = "binaryRegular", fontPropBold = "binaryBold", fontMono = "binaryMono"} ; best proportional: binary_original = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryRegular", fontPropBold = "binaryBold", fontMono = "binaryMono"} dejavuBold = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuBold", fontPropBold = "dejavuBold", fontMono = "dejavuMono"} ; decent proportional: binaryBold = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryBold", fontPropBold = "binaryBold", fontMono = "binaryMono"} dejavu = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuRegular", fontPropBold = "dejavuBold", fontMono = "dejavuMono"} ; monospace, for people that don't like proportional or many fonts: binaryMono = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "binaryMono", fontPropBold = "binaryMono", fontMono = "binaryMono"} dejavuMono = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "dejavuMono", fontPropBold = "dejavuMono", fontMono = "dejavuMono"} ; square: 16x16xw = FontSet {fontMapScalable = "16x16xwScalable", fontMapBitmap = "16x16xwBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} 8x8xb = FontSet {fontMapScalable = "", fontMapBitmap = "8x8xbBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} 8x8x = FontSet {fontMapScalable = "", fontMapBitmap = "8x8xBitmap", fontPropRegular = "", fontPropBold = "", fontMono = ""} [message_colors] ; Prefixes of message class constructor names paired with colors. ; The first prefix that matches, wins. ; ; E.g., uncomment to make all messages white: ; Msg = White [version] ; If an outdated config file mentions fonts that are not bundled with the game ; any more, the game crashes. To prevent that, one of the first three components ; of the game version should be bumped whenever fonts are changed. ; Configs from old versions are rejected, preventing the crash. version = 0.11.0