// This file can be modified to change the over all properties of the dungeon to your taste.

// This variable will determine if the characters should be exprted often.
// This variable should be set to FALSE if playing a local vault game.
// Variable should be set to TRUE if a Server Vault Game.
const int EXPORT_CHARACTERS = FALSE;//TRUE;

//Number of Areas in the dungeon.
//Each time a new area is added this number must be changed.
const int NUMBER_OF_AREAS = 16;

// This will force a module restart if all the party is in the dungeon and the number of explored rooms exceed this number.
// This is used to replentish the traps in the dungeon.
const int RESET_AFTER_X_ROOMS = 10;

// Chance of the party having its rest cycle reset.
const int SAFE_AREA_PERCENTAGE = 10;// Obsolete as of RDG 9

// Database name.
const string CAMPAIGN = "RDG9";

// If this variable is set to false XP will be awarded for each monster killed.
// If this variable is set to TRUE only "Boss" monsters will give XPs.
const int SLOW_XP = FALSE;

// Chances of a special effect on a door.
const int NO_DOOR_PERCENTAGE = 5; // Door is not present (Area transition exists)
const int DOOR_OPEN_PERCENTAGE = 5; // Chance door is standing open and untrapped
const int DOOR_LOCKED_PERCENTAGE = 10; // Chance door is closed and locked.
const int JAMMED_DOOR = 25; // Percentage of doors locked doors that are actually jammed (can not be picked)
const int DOOR_TRAPED_PERCENTAGE = 10; // Chance door is traped.

// Chances of contents of a room.
const int ROOM_TRAP_PERCENTAGE = 10; //10 Chance a trap placed in a room with be active.
const int ROOM_SECRET_DOOR = 1;     //1 Chance of a secret door in the room
const int ROOM_DECOR = 30;          //30 Chance of a decor object per decor WP
const int ROOM_HIDDEN_TREASURE = 1; //1 Chance of hidden treasure
const int WANDER_MONSTER_CHANCE = 12; // Chance for wander monster spawn
const int WANDER_MONSTER_TIMER = 600; // Number of seconds between each wandering monster check.
const int ROOM_MONSTER_CHANCE = 90;   // Chance for room monster spawn
const int PLACEABLE_TRAP_PERCENTAGE = 20; // Chance that a placeable in the dungeon will be trapped.
// Type of trap chances.
// Note ALL must be determined.
// To turn a trap chance off set to 0.
// Each value must otherwise be 1 to 100.
// A d100 roll will determine trap type.
// If the roll is less than the value that trap power will be use other wise the
// next power will be tested.
const int TRAP_WEAK = 25;       // d6 damage per level
const int TRAP_AVERAGE = 65;    // d8 damage per level
const int TRAP_STRONG = 85;     // d10 damage per level
const int TRAP_DEADLY = 95;     // d12 damage per level
const int TRAP_FATAL = 200;     // d20 damage per level CHANGING THIS VALUE LESS THAN 100 CAN CAUSE TRAPS TO BREAK
// Determines how many traps are area of effect
const int TRAP_AOE = 5;
// Determines Trap type
const int TRAP_MECHANICAL = 60; //60 These traps can be detected and disarmed by anyone
const int TRAP_ELEMENTAL = 95;  // Rogue Only
const int TRAP_SPECIAL = 200;   // Most of these traps have no defense if they go off. Should be kept rare. Changing this value less than 100 will result in an error.
// Determines how many mechanical traps are by default Pit Traps
const int TRAP_PIT = 50;// 10

// Determines chances that a hidden treasure is locked or trapped.
const int HIDDEN_TREASURE_LOCKED = 95;
const int HIDDEN_TREASURE_TRAPPED = 50;
// Determines base chances of contents of special hidden treasure.
const int CHEST_MODIFY_BY_LEVEL = TRUE; // Determines if Party Level should be added to base chances of loot.
const int CHEST_COIN = 50;  // Chance of coin loot.
const int CHEST_GOODS = 50; // Chance of Gems and Art.
const int CHEST_ITEMS = 25;  // Chance of Magic Items.
const int GENERATE_COIN = TRUE; // Will generate coin loot if no loot is determined.



// ----Following Constants are used by the game system do not touch----
/*const int DECOR_RUBBISH = 0;
const int DECOR_BATTLEFIELD = 1;
const int DECOR_TORTURE = 2;
const int DECOR_WIZARD = 4;*/

const int MONSTER_PEON = 0;
const int MONSTER_BOSS = 1;


const int DAMAGE_TYPE_POISON = 12000;
const int POISON_DEADLY = 12001;

//void main(){}
