/*// ===============================================| MAXIMUS |===============================================
Finally I made an interface for change all BUILD-settings in options-interface. All #defines were changed to variables 
for making them changeable

Description for each option must be added into RESOURCE\INI\TEXT\*needed language*\SettingsDescribe.txt
*name_of_the_option*{translated text} (for example: random_relations{Nations relations})
setting*name_of_the_option*1 (for example: settingrandom_relations1)
{
Describe for lowest value
}
setting*name_of_the_option*2
{
Describe for higher value
}
setting*name_of_the_option*3
{
#Describe for whole option
}
*/// ===============================================| MAXIMUS |===============================================

// ======================================
// STARTING OPTIONS FOR A NEW GAME:
// ======================================
#define DEFAULT_NAME "Player" // Default player's profile name
#define DEFAULT_PATH "SAVE" // Default player's profile savepath
PlayerProfile.name = DEFAULT_NAME;
PlayerProfile.profiles.Player = true;
// ======================================

int START_LEVEL = 1;
	// The level at which the player starts the game

int START_MONEY = 1000;
	// The amount of money your party has at gamestart, to pay the expedition's expenses

int START_WEALTH = 500;
	// The amount of your personal wealth at gamestart

string NEW_MODEL = "Blaze";
	// Default model for character selection options

string NEW_SHIP = "Lugger";
	// Default ship for character selection options

bool CHOOSABLE_NEWGAMESKILLS = false;
	// 0: Have random skills picked on new game character selection
	// 1: Allows you to pick your extra skills on a new game

bool RANDOM_RELATIONS = true;
	// 1: Get randomly generated relations between nations as well as between nations and the main character
	// 0: Original stock game relations

bool CHANGING_RELATIONS	= true;
	// 0: Relations between different nations are constant (original stock game)
	// 1: Relations between different nations can change over time (RANDOM_RELATIONS must be 1)

bool AUTO_SKILL_SYSTEM = true;
	// 1: Skills will be distributed automatically, depending on player-actions
	// 0: Player must distribute character's skills manually (Stock PotC)

int SKILLS_UP_BONUS = 35;
	// From 10 to 99 - speed of player's skills-increase

bool SKIP_LOGOVIDEO = false;
	// 0: Plays Disney, Bethesda and Akella logos at game startup (Stock PotC)
	// 1: Skips all above logos.

// ======================================
// GENERAL MODS:
// ======================================

int DEATHRATE = 1;
	// Chance of dying(= game over) after shipwrecks and lost fights
	// Choose a value between 1(certain survival) and 130(certain death)
	// After survival you will be down and out, so it is a new challenge and no cheat!

bool ENABLE_WEAPONSMOD = true;
	// 1: Weapons have different quality grades: from "Badly worn" to "Excellent"
	// 0: Off, stock PotC


// ======================================
// WORLDMAP & SHIP ENCOUNTERS:
// ======================================

bool START_DIFF_SHIPCAP	0
	// 1: Takes player's level and ship class into account when generating ship encounters
	// 0: Encounters are completely random

int WDMAP_SHIP_SHOW_MODE = 0;
	// Determines what ships are shown on the worldmap and how
	// 0: Stock PotC, all ships shown with national sail colours
	// 1: All ships visible, but nationality for all but pirate hidden
	// 2: No nations shown
	// 3: No ships at all shown

int SAILHO_INFOLEVEL = 2;
	// Amount of info in the "sailho" screenmessage on the map
	// 0: Reports only "some ship"
	// 1: Adds ship group type
	// 2: Adds nationality

float COASTRAIDER_CHANCE = 0.2;
	// Generates local ships in ports and around the islands. Some are local merchants, others pirates.
	// 0.0 : Stock PotC, no local ships at all
	// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear

int REDUCE_CR = 0;
	// Reduce number of coastal ship groups by 1 or 2
	// Helps if you encounter performance problems
	// 0: No reduction - 3 groups on all islands (6 ships total)
	// 1: Reduce by one group - 2 groups on all islands (4 ships total)
	// 2: Reduce by two groups - 1 group on all islands (2 ships total)


// ======================================
// SAILING & SHIP BATTLES:
// ======================================

bool WEATHER_UPDATE_AT_SEA = true;
	// 0: Stock PotC, no weatherchange in sailingview
	// 1: Weather changes during sailing every gamehour

bool ENABLE_FLAGS = true;
	// 0: Stock PotC, no flagchanges
	// 1: You can choose your flag in a menu; even false ones(which may or may not be recognized)

bool USE_MINSAILCREW = true;
	// 0: All available crew will reload cannons.  Affects only cannon reload times
	// 1: Cannon crew will be reduced by crew needed to sail the ship.  Realism mod

bool SAIL_DAMAGE_TURNRATE = true;
	// 0: No change to turnrate based on sail damage
	// 1: Sail damage influences turnrate. Below 7.5% ship will not be able to turn at all

float SURR_GLOBAL_SCL = 0.1;
	// Ships will surrender if damage or crew morale become critical
	// 0.0 : Stock PotC, no surrenders
	// 0.01 - 0.5 : The higher that value the faster ships surrender

float LDH_TURN_RATE_FACTOR = 1.5;
	// Makes ships turn faster.  Normal game 1.0, fast game 2.0

int ARCADE_MULT_SPEED = 2;
 	// Shipspeed if you set the menu "Options/Sailing mode" to ARCADE MODE
	// 1: Same speed as in "Realistic Mode"
	// 2: Twice as fast (default setting)
	// 3: 3x as fast etc.

bool ENABLE_FIREDRILL = true;
	// This mod allows the ability to attempt to put out more dangerous fires on ships
	// Shipfires started by bombs (or balls) do more damage and burn longer
	// More refined settings for this can be found in InternalSettings.h
	// 0: Stock PotC, no firedrill possible and fires are minor
	// 1: Dangerous fires, and your crew can extinguish them if you press the "Extinguish" key

bool VISIT_DECK = true;
	// 0: Stock PotC: When anchoring, you go directly to shore; also you go directly to sea when leaving port or bay.
	// 1: When anchoring, you go to your ship's deck. From there you can go to shore in the same way as in the tutorial.
	//    When leaving land you'll also go to your ship's deck, unless you select 'Sea' command.


// ======================================
// CANNONS
// ======================================

bool AUTO_AIMED_FIRE = true;
	// 0: Stock PotC: in deck viev(FPV) you have to aim cannons by means of the crosshairs
	// 1: Auto aimed cannon fire also from deck view with spacebar.  V key does original aimed fire
	// If you change this, reset controls and reinit or start a new game

bool USE_REAL_CANNONS = true;
	// 0: Stock PotC: guns fire in a high arc, wide left-right traversing
	// 1: More realistic, direct fire; less left-right traversing possible

bool ALLOW_CRIT_FROM_BALLS = true;
	// Turn on/off the ability to get critical hits while using Balls (like stock game allowed) 
	// 1: Yes 
	// 0: No

bool ALLOW_FIRE_FROM_BALLS = true;
	// Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed).
	// 1: Yes 
	// 0: No

bool EXTRA_HIT_CHECK = true;
	// Enable stray shot hits on friendly ships to cause hostility
	// USE_REAL_CANNONS must be set to 1 for this setting to take effect 
	// 1: Yes, when a ship is hit, reduce relation to you
	// 0: No, accidental hits won't cause hostilities

float CANNON_RANGE_SCALAR = 1.0;
 	// SET TO 1.0 IF USING REAL CANNONS!
	// 0.3 - 2.0 : The higher the value the longer the cannon range

float CANNON_DAMAGE_SCALAR = 0.5;
	// 0.3 - 2.0 : The higher the value the more damage cannons do

bool CANNONPOWDER_MOD = true;
	// 0: Stock PotC: no gunpowder required for ship guns
	// 1: You must have gunpowder in your CARGO HOLD to charge SHIPGUNS
	// (Not to be confused with the PERSONAL ITEM gunpowder for PISTOLS)

float ARCADE_MULT_CANNONS = 0.5;
 	// Cannon reload time if you set the menu "Options/Sailing mode" to ARCADE MODE
	// 1.0: Same speed as in "Realistic Mode"
	// 0.5: Half as much reload time



// ======================================
// BOARDING & CAPTURING
// ======================================

string BOARDERMODEL = "standard";
	// Outfit for your boarders, insert one of these groups (Don't change spelling or the "" !): 
	// "marine", "corsair", "masked", "skeleton", "girl", "soldier" (soldiers of current flag),
	// "boarder" (Nathaniel's soldiers); default: "standard"

bool RANSOM_PRISONERS = true;
	// 0: Stock PotC: Prisoners are ransomed through the Passengers interface
	// 1: Prisoners are ransomed by talking to them on your deck. You can also hire them as officers

bool CAPTURE_COLONIES = true;
	// 0: Stock PotC: After defeating of the fort player gets some goods and his ships repaired
	// 1: After defeating of the fort player will fight in towns and have more options (don't use it yet)

// ======================================
// SPYGLASS VIEW
// ======================================

int KBSPG = 2;
	// Makes the info given by spyglasses unaccurate and depending of distance
	//	0: Stock PotC: Deactivate mod
	//	1: "Fun" settings of parameters (not too hard, for beginners)
	//	2: "Realistic" (values as near as reality as it can, adjusted to the distances of the game)
	//	3: "Hard" for experts - very few info, very inaccurate, need to close
	//	4: Fine tuning - the mod will use values that you can tweak in InternalSettings.h



// ======================================
// SHIP MANAGEMENT, REPAIRS, TRADING:
// ======================================

bool FOOD_ON = true;
	// 1: The crew requires food (wheat) and drink (rum) to stay alive and happy
	// 0: Off, stock PotC

bool AUTOHIRECREW_ONCHANGESHIP = true;
	// 1: Automatically hire extra crew when repairing your ship or buying a new one at shipyard
	// 0: Off, stock PotC

bool REALREPAIR = true;
	// 0: Stock PotC: Repairs will be completed instantly
	// 1: Waiting period for the completion of shiprepairs, depending on amount of work
	//	Furthermore the "Quick repair" ability can not be used during battles

bool SY_RPG_STYLE = true;
	// 1: Shipyards will not sell outclassed ships to low level players
	// 0: Stock PotC: all shiptypes may be sold

bool REALISTIC_SHIP_PURCHASE = true;
	// 1: No ships larger than frigates can be purchased but need to be captured instead
	//    This because ships of the line, etc, were never sold, especially not to privateers.
	// 0: No additional limits on buying ships
	// You can tweak this mod to your liking in InternalSettings.h

bool IT_RPG_STYLE = true;
	// 1: Traders will not have items that are too good for the player
	// 0: Traders will have items based on their own random level. Players can buy VERY good items at the beginning of the game

int SALARY_MULTIPLIER = 3;
	// Multiplier for Crew and Officer salary. 1 is Stock POTC. 4 and above makes a more interesting and challenging game.

bool KB_TUNESHIPS = true;
	// 0: Stock PotC: no possibility of changing ship's stats
	// 1: enables KB Tuning Ships mod: allows modyfing some of ship's parameters for a price

// ======================================
// LAND FIGHT MODS:
// ======================================

bool CANNOT_RELOAD_WHILE_FIGHTING = true;
	// 1: Your gun won't reload gun while your sword is drawn
	// 0: Stock PotC: Gun will always reload

bool ENABLE_AMMOMOD = true;
	// 0: Stock PotC: no ammunition required for handheld guns
	// 1: You must have gunpowder and the right type of bullets in your PERSONAL INVENTORY to charge HANDHELD guns
	// (Not to be confused with the CARGO HOLD gunpowder for SHIPGUNS)

bool BLADEDAMAGE_ENABLED = true;
	// 1: Blades will suffer damage by use and decrease in quality	
	// 0: Stock PotC: bladequality never changes
	// Note: Setting ENABLE_WEAPONSMOD to 0 will also disable this mod

int BLOCKDAMAGE = 1;
	// Define whether blocking causes a HP hit
	//  0: Blocking causes no HP hit
	// >0: Blocking causes a HP hit based on the enemy's fencing skill with a minimum of this set value

int CORPSEMODE = 4;
	// 0: Stock PotC: no bodies laying around, no looting ability
	// 1: Corpses will persist, but will not be manually lootable
	// 2: Corpse persists and can be manually looted of items
	// 	WARNING: Until a body is looted, the body will create an impassible obstacle!
	// 4: Corpses fall to the ground properly, don't obstruct walking and can be looted manually

bool AUTOLOOT_ON = false;
	// 0: No automatic looting of killed characters
	// 1: Blade/Gun/Money of killed enemies is automaticly moved into your inventory 
	// (This can be combined with CORPSEMODE 2 as any leftover items not autolooted will be left on the corpse)

bool REALISTIC_HEALTH_ITEMS = true;
	// Adds two new health items: Bandage and Cauterization Kit, makes potions more rare and more expensive


// ======================================
// LAND EXPLORATION, LOCATIONS:
// ======================================

float DIALOG_CAMERA = 0.0;
	// 0.1 - 1.0: Camera will be moved to the side during dialog, for full scene viewing
	// 0.0: Stock PotC dialogs

bool GREATER_OXBAY = true;
	// 1: Additional locations added to Oxbay Island: 
	// 	townquarters, mansions, forts, secret passages and a haunted abbey 
	// 0: Stock PotC Oxbay Island

bool ENABLE_BROTHEL = false;
	// 0: Stock PotC: no brothel in QC
	// 1: Brothel location opened; a bit explicit, but in WORDS only

bool PORT_FASTTRAVEL_MOD = true;
	// How the 'Fast Travel' action places you when you go to "Port"
	// 0: Stock PotC: arrive at gates facing the docks and ocean
	// 1: Places you at the end of pier right where your rowboat is

bool ENABLE_BUILDINGSET = true;
	// 0: New towns have the same look as the stock PotC locations
	// 1: "additional" buildings in some new locations

bool PATROL_ADRESSING = true;
	// 0: Stock POTC: no NPC will adress you (except some quest NPCs)
	// 1: Patrols will check your nationality; citizens adress you, and some are pickpockets!

int NO_THEFT = 0;
	// You can now pick pockets. But this is risky, and other thieves may pick YOUR pocket too.
	// 0 - 60 : The higher this value the safer you are from pickpockets 
	// Above 30 nobody picks YOUR pocket, above 60 you yourself get no chance to steal

int LOCK_OPEN = 0;
 	// 0- 70: the higher this value the higher your chance of picking the locks of treasurechests
	// Above 66 chests always open, above 33 you won't hurt yourself anymore ;-) 

float SKELETON_CHANCE = 0.15;
	// 0.0: All enemies in dungeons will be "realistic" smugglers
	// 0.1 - 1.0: The higher this value the more enemies will be haunted skeletons

float MUMMY_CHANCE = 0.15;
	// 0.0: All enemies in jungles AT NIGHT will be "realistic" natives
	// 0.1 - 1.0: The higher this value the more enemies will be haunted mummies

bool NAPOLEONIC_ERA = true;
	// 0: Stock game soldiers are used and Napoleonic era navy ships can't be encountered
	// 1: Soldiers will be look like those from Pirates of the Caribbean Movie

bool REAL_CARIBBEAN = true;
	// 0: Stock island and town names
	// 1: Use proper island and town names

// ======================================
// LOG, LOOKS & EFFECTS:
// ======================================

bool ENABLE_SMALLLOG = true;
	// 0: Stock PotC: screenmessages piling up may clog your screen
	// 1: Screen messages have a smaller font and disappear faster

bool LOC_CAMERA = false;
	// 0: Near doors camera view will stay locked to view FROM player
	// 1: Stock PotC: Near doors camera will swerve and focus ON the playercharacter

int ONSEA_COMPASS = 1;
	// 0: Stock PotC: Compass rose is blue
	// 1: Orange transparent compass
	// 2: Historical brass compass

bool DISPLAY_SEA_TIME = false;
	// Show a clock in the upper left corner of the screen when in 3D sailing mode 
	// 0: Only if you have a clock equipped
	// 1: Always show the clock

bool DISPLAY_BATTLEINTERFACE = false;
	// Show the BattleInterface compass/chart display
	// 0: Only if you have a compass equipped
	// 1: Depending on the settings in the options menu

bool DISPLAY_MAP_POSITION = false;
	// Display the position of your ship on the Map Interface
	// 0: Only if you have a Sextant and a Chronometer
	// 1: Always display your ship's position

int DEFAULT_SAILS = 3;
	// 0: Stock PotC: Common ships plain white, pirates plain black
	// 1: 'Normal' sails (parus)
	// 2: All ships pure white sails
	// 3: All ships 'Weathered' Sails
	// 4: Common ships emblemed white sails, pirates emblemed black sails

bool PIRATES_BLACK_SAILS = false;
	// 0: Pirates use the same sails as DEFAULT_SAILS (set above)
	// 1: Pirates use emblemed black sails

int SHIPHIT_PARTICLES = 2;
	// The higher the setting the more effects (choose a lower setting if you get performance problems)
	// 0: Stock PotC (red-orange explosion on hit) 
	// 1: Minimal hit effects (small puffs of gray smoke)
	// 2: Recommended hit effects (puffs and splinters)
	// 3: Excessive hit debris effects (plumes of planks and barrels, water splashes, flashes and smoke - ship explosions extensive)

int USE_PARTICLES = 2;
	// Sets the amount of effects in the Greenford's haunted Abbey and various other particle situations
	// 0: Off
	// 1: Few effects
	// 2: Full effects

bool AERO_SKIES = false;
	// 0: PotC skies
	// 1: Next Generation skies
