-- Houses RPG Settings: (edit only if you know what you're doing) (this file is just plainly dofile()'d)

-- Debt:

  hrpg.maxdebt = 20000
 
-- Day/Night cycle:

  hrpg.mindaylength = 40     -- x times 10 seconds

  hrpg.maxdaylength = 120    -- x times 10 seconds

  hrpg.night_transparency = 0.5 -- nighttime image alpha value (0.0 - 1.0)

-- Houses: (x,y) (rot only 0,90,180,-90)

  hrpg.housecoor={{37,26},{20,38},{20,52},{20,66},{20,80},{71,26},{87,26},{76,46},{76,60},{76,74},{76,88},{95,88},{114,88},{114,74},{114,60},{114,46},{95,46},{103,26},{119,26},{153,26},{170,38},{170,52},{170,66},{170,80},{154,139},{138,139},{122,139},{106,139},{84,139},{68,139},{52,139},{36,139}}

  hrpg.housesize={{7,6}  ,{6,6}  ,{6,6}  ,{6,6}  ,{6,6}  ,{7,6}  ,{7,6}  ,{6,6}  ,{6,6}  ,{6,6}  ,{6,6}  ,{7,6}  ,{6,6}   ,{6,6}   ,{6,6}   ,{6,6}   ,{7,6}  ,{7,6}   ,{7,6}   ,{7,6}   ,{6,6}   ,{6,6}   ,{6,6}   ,{6,6}   ,{7,7}    ,{7,7}    ,{7,7}    ,{7,7}    ,{7,7}   ,{7,7}   ,{7,7}   ,{7,7}}

  hrpg.housedoor={{37,32},{26,38},{26,52},{26,66},{26,80},{71,32},{87,32},{70,46},{70,60},{70,74},{70,88},{95,94},{120,88},{120,74},{120,60},{120,46},{95,40},{103,32},{119,32},{153,32},{164,38},{164,52},{164,66},{164,80},{154,132},{138,132},{122,132},{106,132},{84,132},{68,132},{52,132},{36,132}}

  hrpg.houserot ={180    ,90     ,90     ,90     ,90     ,180    ,180    ,-90    ,-90    ,-90    ,-90    ,180    ,90      ,90      ,90      ,90      ,0      ,180     ,180     ,180     ,-90     ,-90     ,-90     ,-90     ,0        ,0        ,0        ,0        ,0       ,0       ,0       ,0}

  hrpg.roof_transparency = 0.1 -- alpha value (0.0 - 1.0)

  hrpg.wall_type  = 5           -- type of building which serves as house boundary

  hrpg.wall_delay = 10000      -- delay in milliseconds after modifying house walls in order to prevent lag spam

-- Racing: 

  hrpg.maxlaps = 2           -- +1

-- Fights:

  hrpg.spawnmobs = true      -- false - off; true - on

  hrpg.aggrodist = 4         -- in tiles

  hrpg.mobrange  = 1         -- in tiles

  hrpg.mobspeed  = 1000      -- in milliseconds

  hrpg.spawnsetting = 1      -- how many mob spawn spots are loaded. 0 - no spawn spots, fast loading time; 1 - fast loading time, least amount of spawn spots; 2 - slow loading time, all mob spots; 3 - a mix between 1 and 2

  hrpg.maxcombo  = 20

  hrpg.aggro     = true      -- false - off; true - on

  hrpg.room_for_error = 200  -- time inbetween combo ticks in milliseconds

  hrpg.combo_accuracy = 20   -- the lag compensation of fights. If this number is small, the combo timing precision is higher, but the performance may also drop. If it's bigger, then the performance will be better, but the combos won't be accurate anymore. (between 10 and 50 recommended) (milliseconds) 

-- Miscellaneous:

  hrpg.save_data      = true  -- save everyone's progress (true - yes; false - no)

  hrpg.house_menu_key = 1     -- serveraction which triggers the house menu and leave queries to appear

  hrpg.inventory_key  = 2     -- serveraction which triggers the inventory to appear and races to manually start

  hrpg.multi_key      = 3     -- serveraction which opens a menu for both house menu and inventory (set other keys to 0 if you use an admin script which uses those two)

  hrpg.save_noob_data = false -- save data of players new to CS2D (with the default name "Player" and no USGN login) (true - yes; false - no)
	
  hrpg.carimage  = "gfx/Houses RPG/car_beta1.png"

  hrpg.maxlevel  = 25

  hrpg.maxlevelitems = {"Laser","Portal Gun","Throne"} -- the items that the player who reaches the last level gets

  hrpg.maxinv    = 30         -- maximum amount of items in a player's inventory

  hrpg.hudids    = {1,2,3,4,5,6,7,8,9,10} -- ID's for hudtxt's, change those if there's conflicts

  hrpg.priority  =  2         -- say hook priority to avoid conflicts

  hrpg.allow_mapmaker_chat = true -- allow the map creator to speak in the server in a way that can't be faked (true - on; false - off) (why would you turn this off anyway...)

-- Parsed commands:

parse('mp_dmspawnmoney 0')
parse('mp_startmoney 0')
parse('mp_killbuildings 0')
parse('mp_killbuildingmoney 1')
parse('mp_turretdamage 0')
parse('mp_building_limit Supply 999999')
parse('mp_building_limit Dispenser 999999')
parse('mp_building_limit Turret 2')
parse('mp_building_limit "Gate Field" 999999')
parse('mp_dispenser_money 0')
parse('mp_dispenser_health 10')
parse('mp_supply_items 75')
parse('mp_antispeeder 0') -- Sorry, but this on causes more annoyance than convienience
parse('mp_infammo 0')