{
timeScoreFactor: 3, // score adjustment for time taken
priorTimeScoreFactor: 2, // score adjustment for time taken in previous turn for delaying 1 turn after ending fight possible
damageDealtScoreFactor: 3500, // score adjustment for damage dealt as % of enemy hp
damageDealtMaxHpCap: 500, // max hp value of enemy for comparing score
damageTakenScoreFactor: 2500, // score adjustment for damage taken as % of current hp
secondarySacrificeScoreFactor: 5000, // score adjustment for losing non-primary characters in battle
enemyCountScoreFactor: 1750, // score adjustment per enemy spawned
hpGainedScoreFactor: 20000, // score adjustment for hp gained from strong level ups
hpGainedTimeFactor: 0, // time penalty for hp gained from strong level ups
strGainedScoreFactor: 0, // score adjustment when str not gained
strGainedTimeFactor: 0, // time penalty when str not gained
agiGainedScoreFactor: 0, // score adjustment when agi not gained
agiGainedTimeFactor: 0, // time penalty when agi not gained
vitGainedScoreFactor: 0, // score adjustment when vit not gained
vitGainedTimeFactor: 0, // time penalty when vit not gained
deficitHpScoreFactor: 10, // score penalty for paths taking more than current hp so that adjustments happens
encounterFinishScoreFactor: 1000, // score bonus for finishing the fight
badTurnScore: -20000, // score for considering a turn "bad"
innRatioAdd: 8, // adjustment based on distance to inn (fights+add)*fights/divisor
innRatioDivisor: 0, // adjustment based on distance to inn
turnScorePenalty: 2000, // score penalty for each turn
rngValueCheckCount: 10, // number of RNG values minimum before adding additional values
fightLookAhead: true, // look ahead an additional turn in battle, high processing, currently little benefit if any
fightLookAheadDangerThreshold: 10, // look ahead only runs on fights with this much danger.
fightLookAheadWidth: 10, // number of top scores to process for both in battle look ahead (optional)
fightLookAheadScoreDiscount: 0.75, // score future discount for next turn, prevent stalling forever
fightCompleteLookAheadWidth: 10, // end of battle look ahead (always on)
fightParallelCheck: false, // if fight not possible to end on turn 1, check additional starting rounds
fightParallelWidth: 2, // number of top scores to check
fightParallelCheckDangerThreshold: 10, // check only runs on fights with this much danger.
optimizePass: true, // sort scores by time on run and check current hp vs. damage taken
ignoreHp: true, // ignore current hp vs. damage taken
debugParty: false, // output party order, name, hp
debugCharacterStats: false, //output first character stats
minimumExpSkipOn: false, // skip minimum exp check if multiple enemies specified