<Properties>

	<!-- Percent chance (0.0 - 1.0) that a bomb will fall -->
	<Double  id=BombChance>		0.02	</Double>	
	
	<!-- Percent chance (0.0 - 1.0) that a power gem will fall -->
	<Double  id=PowerGemChance>	0.05	</Double>	
	
	<!-- Percent chance (0.0 - 1.0) that a rock will fall -->
	<Double  id=RockChance>		0.01	</Double>	
	
	<!-- Initial countdown value of a time bomb -->
	<Integer id=BombCountdown>	5		</Integer>
	
	<!-- Mininum number of gems needed in a match to create a power gem -->
	<Integer id=MinPowerCombo>	4		</Integer>
	
	<!-- Mininum number of gems needed in a match to create a wildcard destroyer -->
	<Integer id=MinWildCombo>	5		</Integer>
	
	<!-- Number of points for each explosion in a chain reaction -->
	<Integer id=ExplosionChainBonus> 40 </Integer>
	
	<!-- Additional number of points for each extra explosion in a chain reaction -->
	<Integer id=ExplosionChainBonusAdd> 10 </Integer>
	
	<!-- Number of points for each normal gem in a hyper gem electrocution -->
	<Integer id="ElectNormalBonus"> 20	</Integer>
	
	<!-- Number of points for each power gem in a hyper gem electrocution -->
	<Integer id="ElectPowerBonus"> 60	</Integer>
	
	<!-- Number of points for each power gem in a set -->
	<Integer id="PowerBonus">	25		</Integer>
	
	<!-- 
		The following difficulty levels are represented by a BASE and
		a MULT.  BASE is the value for level 1.  MULT specified how much
		that value increases per level.
		
		Also, note that that most of these values such as NormBonus take
		effect before the point multiplier is taken into account, which means
		that the point multiplier can change without affecting the difficulty 
	-->
	
	<!-- How many points it takes to get to the next level in normal mode -->
	<Double  id=NormBonus>		500		</Double>
	<Double  id=NormBonusMult>	150		</Double>
	
	<!-- Controls for points multiplier in normal mode -->
	<Double  id=NormPMBase>		1.0		</Double>
	<Double  id=NormPMMult>		0.5		</Double>
	
	<!-- How many points it takes to get to the next level in timed mode -->
	<Double  id=TimedBonus>		 300	</Double>		
	<Double  id=TimedBonusMult>	 50		</Double>
	<Double  id=TimedBonusAccel> 10.0     </Double>
	
	<!-- Point multiplier for timed mode -->
	<Double  id=TimedPMBase>	20.0		</Double>
	<Double  id=TimedPMMult>	10.0		</Double>
	
	<!-- How fast does bonus bar start going down in timed mode -->
	<Double  id=TimedPV>		50.0	</Double>		
	
	<!-- How fast the bonus bar accelerates downward in timed mode -->
	<Double  id=TimedPA>		0.26	</Double>
	
	<!-- How fast acceleration increases in timed mode -->
	<Double  id=TimedPJ>		0.00121	</Double>
	
	<!-- How many seconds to advance velocity by per level -->
	<Double	 id=TimedLevelAdvance> 135 </Double>
	
	<!-- How much grace time you are given per move in timed mode -->
	<Double	 id=GraceSeconds> 0.20 </Double>
	
	<!-- Multiplied by move points for additional grace time -->
	<Double	 id=GraceSecondsMult> 0.002 </Double>
	
	<!-- Max grace time -->
	<Double	 id=GraceSecondsMax> 1.0 </Double>
	
	<!-- Double	 id=TimedPVBonusBase>	2.0	</Double -->
	<!-- Double	 id=TimedPVBonusAdd>	2.0	</Double -->
	
	<!-- Point multiplier for endless mode -->
	<Double  id=EndlessPMBase>	10.0	</Double>
	
	<!-- How many points it takes to get to the next level in endless mode -->
	<Double  id=EndlessBonus>	500		</Double>
	<Double  id=EndlessBonusMult>150	</Double>
	
	
</Properties>