SRB2/extras/conf/SRB2-22.cfg

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2019-10-14 06:32:04 +00:00
/*********************************************************\
Zone Builder Game Configuration
For Sonic Robo Blast 2 Version 2.2
Contributors (alphabetical):
* Foxboy
* JJames19119
* Kalaron
* Kristos
* MascaraSnake
* mazmazz
* Morpheus
* Neo Chaotikal
* Nev3r
* Oogaland
* Rob
* Shadow Hog
* Spherallic
* SRB2-Playah
* SSNTails
* SteelT
* ST218
* toaster
* Viola
\*********************************************************/
// This is required to prevent accidental use of a different configuration
type = "Doom Builder 2 Game Configuration";
// This is the title to show for this game
game = "Sonic Robo Blast 2 - 2.2";
//GZDB specific. Don't try to load lumps that don't exist.
basegame = 0;
// This is the simplified game engine/sourceport name
engine = "zdoom";
// When this is set to true, sectors with the same tag will light up when a line is highlighted
linetagindicatesectors = true;
// The format interface handles the map data format - DoomMapSetIO for SRB2DB2, SRB2MapSetIO for Zone Builder
formatinterface = "SRB2MapSetIO";
//Sky textures for vanilla maps
defaultskytextures
{
SKY1 = "MAP01,MAP02,MAP03,MAP50,MAPA1,MAPA2,MAPA5,MAPA6,MAPA9,MAPAA,MAPAB,MAPAC,MAPAD,MAPAE,MAPAG,MAPAJ,MAPAK,MAPF0,MAPF1,MAPFA,MAPM0,MAPM8,MAPMA,MAPMB,MAPMC";
SKY4 = "MAP04,MAP06,MAP51,MAPF8,MAPM1";
SKY6 = "MAP05";
SKY7 = "MAP07,MAP08,MAP09,MAP52,MAPM2,MAPM5";
SKY10 = "MAP12,MAP53,MAPM3";
SKY11 = "MAP10,MAP11,MAP16,MAP55,MAPF2,MAPF5,MAPF6,MAPF9,MAPM7";
SKY13 = "MAP13,MAP54,MAPAS";
SKY21 = "MAPAF,MAPF7,MAPM4";
SKY22 = "MAP22,MAP23,MAP24,MAP25,MAP56,MAPAN,MAPAO,MAPF4,MAPM6";
SKY29 = "MAP58,MAPAV";
SKY30 = "MAP30";
SKY35 = "MAP41";
SKY40 = "MAP40";
SKY55 = "MAPF3,MAPM9";
SKY66 = "MAPAT";
SKY99 = "MAP57";
SKY103 = "MAPA3,MAPA4,MAPAU";
SKY107 = "MAPA7,MAPA8";
SKY117 = "MAPAH,MAPAI";
SKY127 = "MAPAR";
SKY132 = "MAPAW";
}
// Default lump name for new map
defaultlumpname = "MAP01";
// Default testing parameters
testparameters = "-file \"%AP\" \"%F\" -warp %L";
testshortpaths = true;
// Default nodebuilder configurations
defaultsavecompiler = "zennode_normal";
defaulttestcompiler = "zennode_fast";
// Skill levels
skills
{
1 = "Normal";
}
// Skins
skins
{
Sonic;
Tails;
Knuckles;
Metalsonic;
Fang;
Amy;
}
// Gametypes
gametypes
{
-1 = "Single Player";
0 = "Co-op";
1 = "Competition";
2 = "Race";
3 = "Match";
4 = "Team Match";
5 = "Tag";
6 = "Hide and Seek";
7 = "CTF";
}
// Special linedefs
soundlinedefflag = 64; // See linedefflags
singlesidedflag = 1; // See linedefflags
doublesidedflag = 4; // See linedefflags
impassableflag = 1;
upperunpeggedflag = 8;
lowerunpeggedflag = 16;
repeatmidtextureflag = 1024;
pegmidtextureflag = 256;
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = true;
// Texture loading options
defaultwalltexture = "GFZROCK";
defaultfloortexture = "GFZFLR01";
defaultceilingtexture = "F_SKY1";
mixtexturesflats = true;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 3328;
/*
TEXTURES AND FLAT SOURCES
This tells Doom Builder where to find the information for textures
and flats in the IWAD file, Addition WAD file and Map WAD file.
Start and end lumps must be given in a structure (of which the
key name doesnt matter) and any textures or flats in between them
are loaded in either the textures category or flats category.
For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
Kalaron: and now TX_START
*/
// Texture sources
textures
{
zdoom1
{
start = "TX_START";
end = "TX_END";
}
}
// Patch sources
patches
{
standard1
{
start = "P_START";
end = "P_END";
}
standard2
{
start = "PP_START";
end = "PP_END";
}
}
// Sprite sources
sprites
{
standard1
{
start = "S_START";
end = "S_END";
}
standard2
{
start = "SS_START";
end = "SS_END";
}
}
// Flat sources
flats
{
standard1
{
start = "F_START";
end = "F_END";
}
standard2
{
start = "FF_START";
end = "FF_END";
}
standard3
{
start = "FF_START";
end = "F_END";
}
standard4
{
start = "F_START";
end = "FF_END";
}
}
/*
GAME DETECT PATTERN
Used to guess the game for which a WAD file is made.
1 = One of these lumps must exist
2 = None of these lumps must exist
3 = All of these lumps must exist
*/
gamedetect
{
EXTENDED = 2;
BEHAVIOR = 2;
E#M# = 2;
MAP?? = 1;
}
/*
MAP LUMP NAMES
Map lumps are loaded with the map as long as they are right after each other. When the editor
meets a lump which is not defined in this list it will ignore the map if not satisfied.
The order of items defines the order in which lumps will be written to WAD file on save.
To indicate the map header lump, use ~MAP
Legenda:
required = Lump is required to exist.
blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
nodebuild = The nodebuilder generates this lump.
allowempty = The nodebuilder is allowed to leave this lump empty.
script = This lump is a text-based script. Specify the filename of the script configuration to use.
*/
maplumpnames
{
~MAP
{
required = true;
blindcopy = true;
nodebuild = false;
}
THINGS
{
required = true;
nodebuild = true;
allowempty = true;
}
LINEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
SIDEDEFS
{
required = true;
nodebuild = true;
allowempty = false;
}
VERTEXES
{
required = true;
nodebuild = true;
allowempty = false;
}
SEGS
{
required = false;
nodebuild = true;
allowempty = false;
}
SSECTORS
{
required = false;
nodebuild = true;
allowempty = false;
}
NODES
{
required = false;
nodebuild = true;
allowempty = false;
}
SECTORS
{
required = true;
nodebuild = true;
allowempty = false;
}
REJECT
{
required = false;
nodebuild = true;
allowempty = false;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = true;
}
}
scriptlumpnames
{
MAINCFG
{
script = "SOC.cfg";
}
OBJCTCFG
{
script = "SOC.cfg";
}
SOC_
{
script = "SOC.cfg";
isprefix = true;
}
LUA_
{
script = "Lua.cfg";
isprefix = true;
}
}
// DEFAULT SECTOR BRIGHTNESS LEVELS
sectorbrightness
{
255;
248;
240;
232;
224;
216;
208;
200;
192;
184;
176;
168;
160;
152;
144;
136;
128;
120;
112;
104;
96;
88;
80;
72;
64;
56;
48;
40;
32;
24;
16;
8;
0;
}
// SECTOR TYPES-----------------------------------------------------------------
sectortypes
{
0 = "Normal";
1 = "Damage";
2 = "Damage (Water)";
3 = "Damage (Fire)";
4 = "Damage (Electrical)";
5 = "Spikes";
6 = "Death Pit (Camera Tilt)";
7 = "Death Pit (No Camera Tilt)";
8 = "Instant Kill";
9 = "Ring Drainer (Floor Touch)";
10 = "Ring Drainer (Anywhere in Sector)";
11 = "Special Stage Damage";
12 = "Space Countdown";
13 = "Ramp Sector (double step-up/down)";
14 = "Non-Ramp Sector (no step-down)";
15 = "Bouncy FOF";
16 = "Trigger Line Ex. (Pushable Objects)";
32 = "Trigger Line Ex. (Anywhere, All Players)";
48 = "Trigger Line Ex. (Floor Touch, All Players)";
64 = "Trigger Line Ex. (Anywhere in Sector)";
80 = "Trigger Line Ex. (Floor Touch)";
96 = "Trigger Line Ex. (Emerald Check)";
112 = "Trigger Line Ex. (NiGHTS Mare)";
128 = "Check for Linedef Executor on FOFs";
144 = "Egg Capsule";
160 = "Special Stage Time/Rings Parameters";
176 = "Custom Global Gravity";
512 = "Wind/Current";
1024 = "Conveyor Belt";
1280 = "Speed Pad";
4096 = "Star Post Activator";
8192 = "Exit/Special Stage Pit/Return Flag";
12288 = "CTF Red Team Base";
16384 = "CTF Blue Team Base";
20480 = "Fan Sector";
24576 = "Super Sonic Transform";
28672 = "Force Spin";
32768 = "Zoom Tube Start";
36864 = "Zoom Tube End";
40960 = "Circuit Finish Line";
45056 = "Rope Hang";
49152 = "Intangible to the Camera";
}
// GENERALISED SECTOR TYPES-----------------------------------------------------------------
gen_sectortypes
{
first
{
0 = "Normal";
1 = "Damage";
2 = "Damage (Water)";
3 = "Damage (Fire)";
4 = "Damage (Electrical)";
5 = "Spikes";
6 = "Death Pit (Camera Tilt)";
7 = "Death Pit (No Camera Tilt)";
8 = "Instant Kill";
9 = "Ring Drainer (Floor Touch)";
10 = "Ring Drainer (Anywhere in Sector)";
11 = "Special Stage Damage";
12 = "Space Countdown";
13 = "Ramp Sector (double step-up/down)";
14 = "Non-Ramp Sector (no step-down)";
15 = "Bouncy FOF";
}
second
{
0 = "Normal";
16 = "Trigger Line Ex. (Pushable Objects)";
32 = "Trigger Line Ex. (Anywhere, All Players)";
48 = "Trigger Line Ex. (Floor Touch, All Players)";
64 = "Trigger Line Ex. (Anywhere in Sector)";
80 = "Trigger Line Ex. (Floor Touch)";
96 = "Trigger Line Ex. (Emerald Check)";
112 = "Trigger Line Ex. (NiGHTS Mare)";
128 = "Check for Linedef Executor on FOFs";
144 = "Egg Capsule";
160 = "Special Stage Time/Rings Parameters";
176 = "Custom Global Gravity";
}
third
{
0 = "Normal";
512 = "Wind/Current";
1024 = "Conveyor Belt";
1280 = "Speed Pad";
}
fourth
{
0 = "Normal";
4096 = "Star Post Activator";
8192 = "Exit/Special Stage Pit/Return Flag";
12288 = "CTF Red Team Base";
16384 = "CTF Blue Team Base";
20480 = "Fan Sector";
24576 = "Super Sonic Transform";
28672 = "Force Spin";
32768 = "Zoom Tube Start";
36864 = "Zoom Tube End";
40960 = "Circuit Finish Line";
45056 = "Rope Hang";
49152 = "Intangible to the Camera";
}
}
// LINEDEF FLAGS
linedefflags
{
1 = "[0] Impassable";
2 = "[1] Block Enemies";
4 = "[2] Double-Sided";
8 = "[3] Upper Unpegged";
16 = "[4] Lower Unpegged";
32 = "[5] Slope Skew (E1)";
64 = "[6] Not Climbable";
128 = "[7] No Midtexture Skew (E2)";
256 = "[8] Peg Midtexture (E3)";
512 = "[9] Solid Midtexture (E4)";
1024 = "[10] Repeat Midtexture (E5)";
2048 = "[11] Netgame Only";
4096 = "[12] No Netgame";
8192 = "[13] Effect 6";
16384 = "[14] Bouncy Wall";
32768 = "[15] Transfer Line";
}
// Linedef flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
linedefflagstranslation
{
1 = "blocking";
2 = "blockmonsters";
4 = "twosided";
8 = "dontpegtop";
16 = "dontpegbottom";
32 = "secret";
64 = "blocksound";
128 = "dontdraw";
256 = "mapped";
}
// LINEDEF ACTIVATIONS
linedefactivations
{
}
// LINEDEF TYPES
linedeftypes
{
misc
{
title = "Miscellaneous";
0
{
title = "None";
prefix = "(0)";
}
1
{
title = "Per-Sector Gravity";
prefix = "(1)";
flags64text = "[6] Flip in reverse gravity";
}
5
{
title = "Camera Scanner";
prefix = "(5)";
}
7
{
title = "Sector Flat Alignment";
prefix = "(7)";
flags2048text = "[11] Don't align floor";
flags4096text = "[12] Don't align ceiling";
flags8192text = "[13] Use texture offsets";
}
10
{
title = "Culling Plane";
prefix = "(10)";
flags64text = "[6] Cull only while in sector";
}
13
{
title = "Heat Wave Effect";
prefix = "(13)";
}
40
{
title = "Visual Portal Between Tagged Linedefs";
prefix = "(40)";
}
41
{
title = "Horizon Effect";
prefix = "(41)";
}
50
{
title = "Instantly Lower Floor on Level Load";
prefix = "(50)";
}
51
{
title = "Instantly Raise Ceiling on Level Load";
prefix = "(51)";
}
63
{
title = "Fake Floor/Ceiling Planes";
prefix = "(63)";
}
540
{
title = "Floor Friction";
prefix = "(540)";
}
}
parameters
{
title = "Parameters";
2
{
title = "Custom Exit";
prefix = "(2)";
flags2text = "[1] Check emeralds";
flags64text = "[6] Skip score tally";
}
3
{
title = "Zoom Tube Parameters";
prefix = "(3)";
flags512text = "[9] Ignore player direction";
}
4
{
title = "Speed Pad Parameters";
prefix = "(4)";
flags512text = "[9] No teleport to center";
flags1024text = "[10] Force spinning frames";
}
8
{
title = "Special Sector Properties";
prefix = "(8)";
flags32text = "[5] Invert precipitation";
flags64text = "[6] Touch only ceiling";
flags128text = "[7] Allow opposite gravity";
flags256text = "[8] Touch sector edge";
flags512text = "[9] Touch floor or ceiling";
}
9
{
title = "Chain Parameters";
prefix = "(9)";
flags32text = "[5] Swing instead of spin";
flags64text = "[6] Player-turnable chain";
flags128text = "[7] Make chain from maces";
flags256text = "[8] Spawn mace at origin";
flags512text = "[9] Don't clip inside ground";
flags1024text = "[10] No distance check";
}
11
{
title = "Rope Hang Parameters";
prefix = "(11)";
flags32text = "[5] Don't loop";
flags64text = "[6] Static";
}
12
{
title = "Rock Spawner Parameters";
prefix = "(12)";
flags64text = "[6] Randomize speed";
}
14
{
title = "Bustable Block Parameters";
prefix = "(14)";
flags32text = "[5] Particles launch from center";
}
15
{
title = "Fan Particle Spawner Parameters";
prefix = "(15)";
}
16
{
title = "Minecart Parameters";
prefix = "(16)";
}
64
{
title = "Continuously Appearing/Disappearing FOF";
prefix = "(64)";
flags2text = "[1] Use control sector tag";
flags64text = "[6] No sound effect";
}
65
{
title = "Bridge Thinker <disabled>";
prefix = "(65)";
}
}
polyobject
{
title = "PolyObject";
20
{
title = "First Line";
prefix = "(20)";
}
21
{
title = "Explicitly Include Line <disabled>";
prefix = "(21)";
}
22
{
title = "Parameters";
prefix = "(22)";
flags64text = "[6] Trigger linedef executor";
flags128text = "[7] Intangible";
flags256text = "[8] Stopped by pushables";
flags512text = "[9] Render flats";
}
30
{
title = "Waving Flag";
prefix = "(30)";
}
31
{
title = "Displacement by Front Sector";
prefix = "(31)";
}
32
{
title = "Angular Displacement by Front Sector";
prefix = "(32)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't turn players";
flags512text = "[9] Turn all objects";
}
}
planemove
{
title = "Plane Movement";
52
{
title = "Continuously Falling Sector";
prefix = "(52)";
flags64text = "[6] Continuously rising";
}
53
{
title = "Continuous Floor/Ceiling Mover";
prefix = "(53)";
}
54
{
title = "Continuous Floor Mover";
prefix = "(54)";
}
55
{
title = "Continuous Ceiling Mover";
prefix = "(55)";
}
56
{
title = "Continuous Two-Speed Floor/Ceiling Mover";
prefix = "(56)";
}
57
{
title = "Continuous Two-Speed Floor Mover";
prefix = "(57)";
}
58
{
title = "Continuous Two-Speed Ceiling Mover";
prefix = "(58)";
}
59
{
title = "Activate Moving Platform";
prefix = "(59)";
flags64text = "[6] Move upwards at start";
}
60
{
title = "Activate Moving Platform (Adjustable Speed)";
prefix = "(60)";
flags64text = "[6] Move upwards at start";
}
61
{
title = "Crusher (Ceiling to Floor)";
prefix = "(61)";
flags512text = "[9] Double, constant speed";
}
62
{
title = "Crusher (Floor to Ceiling)";
prefix = "(62)";
flags512text = "[9] Double, constant speed";
}
66
{
title = "Move Floor by Displacement";
prefix = "(66)";
flags64text = "[6] Inverse movement";
}
67
{
title = "Move Ceiling by Displacement";
prefix = "(67)";
flags64text = "[6] Inverse movement";
}
68
{
title = "Move Floor and Ceiling by Displacement";
prefix = "(68)";
flags64text = "[6] Inverse movement";
}
}
fofsolid
{
title = "FOF (solid)";
100
{
title = "Solid, Opaque";
prefix = "(100)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "19F";
}
101
{
title = "Solid, Opaque, No Shadow";
prefix = "(101)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1DF";
}
102
{
title = "Solid, Translucent";
prefix = "(102)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Render insides";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "195F";
flags643dfloorflagsadd = "7C80";
}
103
{
title = "Solid, Sides Only";
prefix = "(103)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1CF";
}
104
{
title = "Solid, No Sides";
prefix = "(104)";
flags32text = "[5] Only block player";
flags64text = "[6] Cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1D7";
flags643dfloorflagsremove = "40";
}
105
{
title = "Solid, Invisible";
prefix = "(105)";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "47";
}
140
{
title = "Intangible from Bottom, Opaque";
prefix = "(140)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "200841F";
flags643dfloorflagsadd = "40";
}
141
{
title = "Intangible from Bottom, Translucent";
prefix = "(141)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Render insides/block non-plr";
3dfloor = true;
3dfloorflags = "200191F";
flags1283dfloorflagsadd = "7C80";
flags643dfloorflagsadd = "40";
}
142
{
title = "Intangible from Bottom, Translucent, No Sides";
prefix = "(142)";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Render insides/block non-plr";
3dfloor = true;
3dfloorflags = "2001917";
flags1283dfloorflagsadd = "7C80";
flags643dfloorflagsadd = "40";
}
143
{
title = "Intangible from Top, Opaque";
prefix = "(143)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "400841F";
flags643dfloorflagsadd = "40";
}
144
{
title = "Intangible from Top, Translucent";
prefix = "(144)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Render insides/block non-plr";
3dfloor = true;
3dfloorflags = "400191F";
flags1283dfloorflagsadd = "7C80";
flags643dfloorflagsadd = "40";
}
145
{
title = "Intangible from Top, Translucent, No Sides";
prefix = "(145)";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Render insides/block non-plr";
3dfloor = true;
3dfloorflags = "4001917";
flags1283dfloorflagsadd = "7C80";
flags643dfloorflagsadd = "40";
}
146
{
title = "Only Tangible from Sides";
prefix = "(146)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "600800F";
}
}
fofintangible
{
title = "FOF (intangible)";
120
{
title = "Water, Opaque";
prefix = "(120)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "8F39";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
121
{
title = "Water, Translucent";
prefix = "(121)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "9F39";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
122
{
title = "Water, Opaque, No Sides";
prefix = "(122)";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "F31";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
123
{
title = "Water, Translucent, No Sides";
prefix = "(123)";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "1F31";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
124
{
title = "Goo Water, Translucent";
prefix = "(124)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "209F39";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
125
{
title = "Goo Water, Translucent, No Sides";
prefix = "(125)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Use two light levels";
flags512text = "[9] Use target light level";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "201F31";
flags643dfloorflagsadd = "20000";
flags5123dfloorflagsadd = "80000000";
flags10243dfloorflagsadd = "40000000";
}
220
{
title = "Intangible, Opaque";
prefix = "(220)";
flags8text = "[3] Slope skew sides";
3dfloor = true;
3dfloorflags = "8F19";
}
221
{
title = "Intangible, Translucent";
prefix = "(221)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Cast shadow";
3dfloor = true;
3dfloorflags = "1B59";
flags643dfloorflagsremove = "40";
}
222
{
title = "Intangible, Sides Only";
prefix = "(222)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Cast shadow";
3dfloor = true;
3dfloorflags = "8249";
flags643dfloorflagsremove = "240";
}
223
{
title = "Intangible, Invisible";
prefix = "(223)";
3dfloor = true;
3dfloorflags = "41";
}
}
fofmoving
{
title = "FOF (moving)";
150
{
title = "Air Bobbing";
prefix = "(150)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "19F";
}
151
{
title = "Air Bobbing (Adjustable)";
prefix = "(151)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "19F";
}
152
{
title = "Reverse Air Bobbing (Adjustable)";
prefix = "(152)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "19F";
}
160
{
title = "Floating, Bobbing";
prefix = "(160)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "4019F";
}
190
{
title = "Rising Platform, Solid, Opaque";
prefix = "(190)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "19F";
}
191
{
title = "Rising Platform, Solid, Opaque, No Shadow";
prefix = "(191)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1DF";
}
192
{
title = "Rising Platform, Solid, Translucent";
prefix = "(192)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "195F";
}
193
{
title = "Rising Platform, Solid, Invisible";
prefix = "(193)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "47";
}
194
{
title = "Rising Platform, Intangible from Bottom, Opaque";
prefix = "(194)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash, no shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "200841F";
flags643dfloorflagsadd = "40";
}
195
{
title = "Rising Platform, Intangible from Bottom, Translucent";
prefix = "(195)";
flags2text = "[1] Sink when stepped on";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash, no shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "2009D1F";
flags643dfloorflagsadd = "40";
}
}
fofcrumbling
{
title = "FOF (crumbling)";
170
{
title = "Crumbling, Respawn";
prefix = "(170)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "10019F";
}
171
{
title = "Crumbling, No Respawn";
prefix = "(171)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "80019F";
}
172
{
title = "Crumbling, Respawn, Intangible from Bottom";
prefix = "(172)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "210841F";
flags643dfloorflagsadd = "40";
}
173
{
title = "Crumbling, No Respawn, Intangible from Bottom";
prefix = "(173)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "218841F";
flags643dfloorflagsadd = "40";
}
174
{
title = "Crumbling, Respawn, Int. from Bottom, Translucent";
prefix = "(174)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "210959F";
flags643dfloorflagsadd = "40";
}
175
{
title = "Crumbling, No Respawn, Int. from Bottom, Translucent";
prefix = "(175)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Don't cast shadow";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "218959F";
flags643dfloorflagsadd = "40";
}
176
{
title = "Crumbling, Respawn, Floating, Bobbing";
prefix = "(176)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "14019F";
}
177
{
title = "Crumbling, No Respawn, Floating, Bobbing";
prefix = "(177)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1C019F";
}
178
{
title = "Crumbling, Respawn, Floating";
prefix = "(178)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "14019F";
}
179
{
title = "Crumbling, No Respawn, Floating";
prefix = "(179)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "1C019F";
}
180
{
title = "Crumbling, Respawn, Air Bobbing";
prefix = "(180)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags64text = "[6] Spindash to move";
flags128text = "[7] Only block non-players";
3dfloor = true;
3dfloorflags = "10019F";
}
}
fofspecial
{
title = "FOF (special)";
200
{
title = "Light Block";
prefix = "(200)";
3dfloor = true;
3dfloorflags = "20201";
}
201
{
title = "Half Light Block";
prefix = "(201)";
3dfloor = true;
3dfloorflags = "201";
}
202
{
title = "Fog Block";
prefix = "(202)";
3dfloor = true;
3dfloorflags = "3EF19";
}
250
{
title = "Mario Block";
prefix = "(250)";
flags32text = "[5] Invisible block";
flags64text = "[6] Brick block";
3dfloor = true;
3dfloorflags = "40019F";
}
251
{
title = "Thwomp Block";
prefix = "(251)";
flags512text = "[9] Custom crushing sound";
flags1024text = "[10] Custom speed";
3dfloor = true;
3dfloorflags = "19F";
}
252
{
title = "Shatter Block";
prefix = "(252)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Shatter only from below";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorflags = "8800019";
flags643dfloorflagsadd = "200006";
}
253
{
title = "Shatter Block, Translucent";
prefix = "(253)";
flags8text = "[3] Slope skew sides";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorflags = "8801019";
}
254
{
title = "Bustable Block";
prefix = "(254)";
flags8text = "[3] Slope skew sides";
flags64text = "[6] Strong characters only";
2019-10-14 06:32:04 +00:00
flags128text = "[7] Only block non-players";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorflags = "80001F";
flags643dfloorflagsadd = "20000000";
}
255
{
title = "Spin-Bustable Block";
prefix = "(255)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorflags = "1080001F";
}
256
{
title = "Spin-Bustable Block, Translucent";
prefix = "(256)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorflags = "1080101F";
}
257
{
title = "Quicksand";
prefix = "(257)";
flags8text = "[3] Slope skew sides";
flags1024text = "[10] Ripple effect";
3dfloor = true;
3dfloorflags = "1008219";
flags10243dfloorflagsadd = "40000000";
}
258
{
title = "Laser";
prefix = "(258)";
flags8text = "[3] Slope skew sides";
flags32text = "[5] Don't damage bosses";
3dfloor = true;
3dfloorflags = "959";
}
259
{
title = "Custom FOF";
prefix = "(259)";
flags32text = "[5] Only block player";
flags128text = "[7] Only block non-players";
flags512text = "[9] Shattered by pushables";
flags1024text = "[10] Trigger linedef executor";
3dfloor = true;
3dfloorcustom = true;
}
}
linedeftrigger
{
title = "Linedef Executor Trigger";
300
{
title = "Continuous";
prefix = "(300)";
}
301
{
title = "Each Time";
prefix = "(301)";
flags16384text = "[14] Also trigger on exit";
}
302
{
title = "Once";
prefix = "(302)";
}
303
{
title = "Ring Count - Continuous";
prefix = "(303)";
flags2text = "[1] Rings greater or equal";
flags64text = "[6] Rings less or equal";
flags512text = "[9] Consider all players";
}
304
{
title = "Ring Count - Once";
prefix = "(304)";
flags2text = "[1] Rings greater or equal";
flags64text = "[6] Rings less or equal";
flags512text = "[9] Consider all players";
}
305
{
title = "Character Ability - Continuous";
prefix = "(305)";
}
306
{
title = "Character Ability - Each Time";
prefix = "(306)";
flags16384text = "[14] Also trigger on exit";
}
307
{
title = "Character Ability - Once";
prefix = "(307)";
}
308
{
title = "Race Only - Once";
prefix = "(308)";
}
309
{
title = "CTF Red Team - Continuous";
prefix = "(309)";
}
310
{
title = "CTF Red Team - Each Time";
prefix = "(310)";
flags16384text = "[14] Also trigger on exit";
}
311
{
title = "CTF Blue Team - Continuous";
prefix = "(311)";
}
312
{
title = "CTF Blue Team - Each Time";
prefix = "(312)";
flags16384text = "[14] Also trigger on exit";
}
313
{
title = "No More Enemies - Once";
prefix = "(313)";
}
314
{
title = "Number of Pushables - Continuous";
prefix = "(314)";
flags64text = "[6] Number greater or equal";
flags512text = "[9] Number less";
}
315
{
title = "Number of Pushables - Once";
prefix = "(315)";
flags64text = "[6] Number greater or equal";
flags512text = "[9] Number less";
}
317
{
title = "Condition Set Trigger - Continuous";
prefix = "(317)";
}
318
{
title = "Condition Set Trigger - Once";
prefix = "(318)";
}
319
{
title = "Unlockable - Continuous";
prefix = "(319)";
}
320
{
title = "Unlockable - Once";
prefix = "(320)";
}
321
{
title = "Trigger After X Calls - Continuous";
prefix = "(321)";
flags64text = "[6] Trigger more than once";
}
322
{
title = "Trigger After X Calls - Each Time";
prefix = "(322)";
flags64text = "[6] Trigger more than once";
}
323
{
title = "NiGHTSerize - Each Time";
prefix = "(323)";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run only if player is NiGHTS";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags16384text = "[14] Run if no more mares";
flags32768text = "[15] Run if player is not NiGHTS";
}
324
{
title = "NiGHTSerize - Once";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run only if player is NiGHTS";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags16384text = "[14] Run if no more mares";
flags32768text = "[15] Run if player is not NiGHTS";
prefix = "(324)";
}
325
{
title = "De-NiGHTSerize - Each Time";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run if anyone is NiGHTS";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags32768text = "[15] Run if no one is NiGHTS";
prefix = "(325)";
}
326
{
title = "De-NiGHTSerize - Once";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run if anyone is NiGHTS";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags32768text = "[15] Run if no one is NiGHTS";
prefix = "(326)";
}
327
{
title = "NiGHTS Lap - Each Time";
flags2text = "[1] Mare >= Front X Offset";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
prefix = "(327)";
}
328
{
title = "NiGHTS Lap - Once";
flags2text = "[1] Mare >= Front X Offset";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
prefix = "(328)";
}
329
{
title = "Ideya Capture Touch - Each Time";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run regardless of spheres";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags16384text = "[14] Only if not enough spheres";
flags32768text = "[15] Run when entering Capture";
prefix = "(329)";
}
330
{
title = "Ideya Capture Touch - Once";
flags2text = "[1] Mare >= Front X Offset";
flags8text = "[3] Run regardless of spheres";
flags16text = "[4] Count from lowest of players";
flags32text = "[5] Lap <= Front Y Offset";
flags64text = "[6] Mare <= Front X Offset";
flags128text = "[7] Lap >= Front Y Offset";
flags256text = "[8] Count laps from Bonus Time";
flags512text = "[9] Count from triggering player";
flags16384text = "[14] Only if not enough spheres";
flags32768text = "[15] Run when entering Capture";
prefix = "(330)";
}
331
{
title = "Player Skin - Continuous";
flags64text = "[6] Disable for this skin";
prefix = "(331)";
}
332
{
title = "Player Skin - Each Time";
flags64text = "[6] Disable for this skin";
prefix = "(332)";
}
333
{
title = "Player Skin - Once";
flags64text = "[6] Disable for this skin";
prefix = "(333)";
}
399
{
title = "Level Load";
prefix = "(399)";
}
}
linedefexecsector
{
title = "Linedef Executor (sector)";
400
{
title = "Set Tagged Sector's Floor Height/Texture";
prefix = "(400)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Keep floor flat";
}
401
{
title = "Set Tagged Sector's Ceiling Height/Texture";
prefix = "(401)";
flags8text = "[3] Set delay by backside sector";
}
402
{
title = "Set Tagged Sector's Light Level";
prefix = "(402)";
flags8text = "[3] Set delay by backside sector";
}
409
{
title = "Change Tagged Sector's Tag";
prefix = "(409)";
flags8text = "[3] Set delay by backside sector";
}
410
{
title = "Change Front Sector's Tag";
prefix = "(410)";
flags8text = "[3] Set delay by backside sector";
}
416
{
title = "Start Adjustable Flickering Light";
prefix = "(416)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Second level from back";
}
417
{
title = "Start Adjustable Pulsating Light";
prefix = "(417)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Second level from back";
}
418
{
title = "Start Adjustable Blinking Light (unsynchronized)";
prefix = "(418)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Second level from back";
}
419
{
title = "Start Adjustable Blinking Light (synchronized)";
prefix = "(419)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Second level from back";
}
420
{
title = "Fade Light Level";
prefix = "(420)";
flags8text = "[3] Set delay by backside sector";
flags16text = "[4] Set params by X/Y offsets";
flags512text = "[9] Speed = Tic Duration";
flags1024text = "[10] Override existing fade";
}
421
{
title = "Stop Lighting Effect";
prefix = "(421)";
flags8text = "[3] Set delay by backside sector";
}
435
{
title = "Change Plane Scroller Direction";
prefix = "(435)";
flags8text = "[3] Set delay by backside sector";
}
}
linedefexecplane
{
title = "Linedef Executor (plane movement)";
403
{
title = "Move Tagged Sector's Floor";
prefix = "(403)";
flags2text = "[1] Trigger linedef executor";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Change floor flat";
}
404
{
title = "Move Tagged Sector's Ceiling";
prefix = "(404)";
flags2text = "[1] Trigger linedef executor";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Change ceiling flat";
}
405
{
title = "Move Floor According to Front Texture Offsets";
prefix = "(405)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Move instantly";
}
407
{
title = "Move Ceiling According to Front Texture Offsets";
prefix = "(407)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Move instantly";
}
411
{
title = "Stop Plane Movement";
prefix = "(411)";
flags8text = "[3] Set delay by backside sector";
}
428
{
title = "Start Platform Movement";
prefix = "(428)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Move upwards at start";
}
429
{
title = "Crush Ceiling Once";
prefix = "(429)";
flags8text = "[3] Set delay by backside sector";
flags512text = "[9] Double, constant speed";
}
430
{
title = "Crush Floor Once";
prefix = "(430)";
flags8text = "[3] Set delay by backside sector";
}
431
{
title = "Crush Floor and Ceiling Once";
prefix = "(431)";
flags8text = "[3] Set delay by backside sector";
flags512text = "[9] Double, constant speed";
}
}
linedefexecplayer
{
title = "Linedef Executor (player/object)";
412
{
title = "Teleporter";
prefix = "(412)";
flags2text = "[1] Silent";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Retain angle";
flags256text = "[8] Relative, silent";
flags512text = "[9] Retain momentum";
}
425
{
title = "Change Object State";
prefix = "(425)";
flags8text = "[3] Set delay by backside sector";
}
426
{
title = "Stop Object";
prefix = "(426)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Teleport to sector center";
}
427
{
title = "Award Score";
prefix = "(427)";
flags8text = "[3] Set delay by backside sector";
}
432
{
title = "Enable/Disable 2D Mode";
prefix = "(432)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Return to 3D";
}
433
{
title = "Enable/Disable Gravity Flip";
prefix = "(433)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Return to normal";
}
434
{
title = "Award Power-Up";
prefix = "(434)";
flags2text = "[1] Use back upper texture";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] No time limit";
}
437
{
title = "Disable Player Control";
prefix = "(437)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Allow jumping";
}
438
{
title = "Change Object Size";
prefix = "(438)";
flags8text = "[3] Set delay by backside sector";
}
442
{
title = "Change Object Type State";
prefix = "(442)";
flags8text = "[3] Set delay by backside sector";
}
457
{
title = "Track Object's Angle";
prefix = "(457)";
flags8text = "[3] Set delay by backside sector";
flags128text = "[7] Don't stop after first fail";
}
458
{
title = "Stop Tracking Object's Angle";
prefix = "(458)";
flags8text = "[3] Set delay by backside sector";
}
460
{
title = "Award Rings";
prefix = "(460)";
}
2019-10-14 06:32:04 +00:00
461
{
title = "Spawn Object";
prefix = "(461)";
flags64text = "[6] Spawn inside a range";
}
}
linedefexecmisc
{
title = "Linedef Executor (misc.)";
413
{
title = "Change Music";
prefix = "(413)";
flags2text = "[1] Keep after death";
flags8text = "[3] Set delay by backside sector";
flags32text = "[5] Seek to current song position";
flags64text = "[6] For everyone";
flags128text = "[7] Fade to custom volume";
flags512text = "[9] Don't loop";
flags16384text = "[14] Force music reload";
}
414
{
title = "Play Sound Effect";
prefix = "(414)";
flags2text = "[1] From calling sector";
2019-10-14 06:32:04 +00:00
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] From nowhere for triggerer";
flags512text = "[9] For everyone";
flags1024text = "[10] From tagged sectors";
}
415
{
title = "Run Script";
prefix = "(415)";
flags8text = "[3] Set delay by backside sector";
}
422
{
title = "Switch to Cut-Away View";
prefix = "(422)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Adjust pitch";
}
423
{
title = "Change Sky";
prefix = "(423)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] For everyone";
}
424
{
title = "Change Weather";
prefix = "(424)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] For everyone";
}
436
{
title = "Shatter FOF";
prefix = "(436)";
flags8text = "[3] Set delay by backside sector";
}
439
{
title = "Change Tagged Linedef's Textures";
prefix = "(439)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Only existing";
}
440
{
title = "Start Metal Sonic Race";
prefix = "(440)";
flags8text = "[3] Set delay by backside sector";
}
441
{
title = "Condition Set Trigger";
prefix = "(441)";
flags8text = "[3] Set delay by backside sector";
}
443
{
title = "Call Lua Function";
prefix = "(443)";
flags8text = "[3] Set delay by backside sector";
}
444
{
title = "Earthquake";
prefix = "(444)";
flags8text = "[3] Set delay by backside sector";
}
445
{
title = "Make FOF Disappear/Reappear";
prefix = "(445)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Reappear";
}
446
{
title = "Make FOF Crumble";
prefix = "(446)";
flags2text = "[1] Flags determine respawn";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't respawn";
}
447
{
title = "Change Tagged Sector's Colormap";
prefix = "(447)";
flags8text = "[3] Set delay by backside sector";
flags16text = "[4] Front X/Y = Alpha";
flags32text = "[5] Subtract Red value";
flags64text = "[6] Subtract Green value";
flags128text = "[7] Subtract Blue value";
flags256text = "[8] Calc relative values";
flags32768text = "[15] Use back side colormap";
}
448
{
title = "Change Skybox";
prefix = "(448)";
flags2text = "[1] Change centerpoint";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] For everyone";
flags512text = "[9] Don't change viewpoint";
}
450
{
title = "Execute Linedef Executor (specific tag)";
prefix = "(450)";
flags8text = "[3] Set delay by backside sector";
}
451
{
title = "Execute Linedef Executor (random tag in range)";
prefix = "(451)";
flags8text = "[3] Set delay by backside sector";
}
452
{
title = "Set FOF Translucency";
prefix = "(452)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Do not handle FF_TRANS";
flags256text = "[8] Set relative to current val";
}
453
{
title = "Fade FOF";
prefix = "(453)";
flags2text = "[1] Do not handle FF_EXISTS";
flags8text = "[3] Set delay by backside sector";
flags32text = "[5] No collision during fade";
flags64text = "[6] Do not handle FF_TRANS";
flags128text = "[7] Do not handle lighting";
flags256text = "[8] Set relative to current val";
flags512text = "[9] Speed = Tic Duration";
flags1024text = "[10] Override existing fade";
flags16384text = "[14] Do not handle collision";
flags32768text = "[15] Use exact alpha in OGL";
}
454
{
title = "Stop Fading FOF";
prefix = "(454)";
flags2text = "[1] Do not finalize collision";
flags8text = "[3] Set delay by backside sector";
}
455
{
title = "Fade Tagged Sector's Colormap";
prefix = "(455)";
flags8text = "[3] Set delay by backside sector";
flags16text = "[4] Front X/Y = Alpha";
flags32text = "[5] Subtract Red value";
flags64text = "[6] Subtract Green value";
flags128text = "[7] Subtract Blue value";
flags256text = "[8] Calc relative values";
flags512text = "[9] Speed = Tic Duration";
flags1024text = "[10] Override existing fade";
flags16384text = "[14] Fade from invisible black";
flags32768text = "[15] Use back side colormap";
}
456
{
title = "Stop Fading Tagged Sector's Colormap";
prefix = "(456)";
flags8text = "[3] Set delay by backside sector";
}
459
{
title = "Control Text Prompt";
prefix = "(459)";
flags2text = "[1] Close text prompt";
flags8text = "[3] Set delay by backside sector";
flags32text = "[5] Run executor tag on close";
flags64text = "[6] For everyone";
flags128text = "[7] Do not block controls";
flags256text = "[8] Do not freeze time";
flags32768text = "[15] Find prompt by name";
}
}
linedefexecpoly
{
title = "Linedef Executor (polyobject)";
480
{
title = "Door Slide";
prefix = "(480)";
flags8text = "[3] Set delay by backside sector";
}
481
{
title = "Door Swing";
prefix = "(481)";
flags8text = "[3] Set delay by backside sector";
}
482
{
title = "Move";
prefix = "(482)";
flags8text = "[3] Set delay by backside sector";
}
483
{
title = "Move, Override";
prefix = "(483)";
flags8text = "[3] Set delay by backside sector";
}
484
{
title = "Rotate Right";
prefix = "(484)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't turn players";
flags512text = "[9] Turn all objects";
}
485
{
title = "Rotate Right, Override";
prefix = "(485)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't turn players";
flags512text = "[9] Turn all objects";
}
486
{
title = "Rotate Left";
prefix = "(486)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't turn players";
flags512text = "[9] Turn all objects";
}
487
{
title = "Rotate Left, Override";
prefix = "(487)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Don't turn players";
flags512text = "[9] Turn all objects";
}
488
{
title = "Move by Waypoints";
prefix = "(488)";
flags8text = "[3] Set delay by backside sector";
flags32text = "[5] Reverse order";
flags128text = "[7] There and back";
flags256text = "[8] Return when done";
flags512text = "[9] Loop movement";
}
489
{
title = "Turn Invisible, Intangible";
prefix = "(489)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Only invisible";
}
490
{
title = "Turn Visible, Tangible";
prefix = "(490)";
flags8text = "[3] Set delay by backside sector";
flags64text = "[6] Only visible";
}
491
{
title = "Set Translucency";
prefix = "(491)";
flags8text = "[3] Set delay by backside sector";
flags16text = "[4] Set raw alpha by Front X";
flags256text = "[8] Calc relative values";
}
492
{
title = "Fade Translucency";
prefix = "(492)";
flags8text = "[3] Set delay by backside sector";
flags16text = "[4] Set raw alpha by Front X";
flags32text = "[5] No collision during fade";
flags256text = "[8] Calc relative values";
flags512text = "[9] Speed = Tic Duration";
flags1024text = "[10] Override existing fade";
flags16384text = "[14] Do not handle collision";
}
}
wallscroll
{
title = "Wall Scrolling";
500
{
title = "Scroll Wall Front Side Left";
prefix = "(500)";
}
501
{
title = "Scroll Wall Front Side Right";
prefix = "(501)";
}
502
{
title = "Scroll Wall According to Linedef";
prefix = "(502)";
}
503
{
title = "Scroll Wall According to Linedef (Accelerative)";
prefix = "(503)";
}
504
{
title = "Scroll Wall According to Linedef (Displacement)";
prefix = "(504)";
}
505
{
title = "Scroll Texture by Front Side Offsets";
prefix = "(505)";
}
506
{
title = "Scroll Texture by Back Side Offsets";
prefix = "(506)";
}
}
planescroll
{
title = "Plane Scrolling";
510
{
title = "Scroll Floor Texture";
prefix = "(510)";
}
511
{
title = "Scroll Floor Texture (Accelerative)";
prefix = "(511)";
}
512
{
title = "Scroll Floor Texture (Displacement)";
prefix = "(512)";
}
513
{
title = "Scroll Ceiling Texture";
prefix = "(513)";
}
514
{
title = "Scroll Ceiling Texture (Accelerative)";
prefix = "(514)";
}
515
{
title = "Scroll Ceiling Texture (Displacement)";
prefix = "(515)";
}
520
{
title = "Carry Objects on Floor";
prefix = "(520)";
}
521
{
title = "Carry Objects on Floor (Accelerative)";
prefix = "(521)";
flags64text = "[6] Even across edges";
}
522
{
title = "Carry Objects on Floor (Displacement)";
prefix = "(522)";
}
523
{
title = "Carry Objects on Ceiling";
prefix = "(523)";
flags64text = "[6] Even across edges";
}
524
{
title = "Carry Objects on Ceiling (Accelerative)";
prefix = "(524)";
}
525
{
title = "Carry Objects on Ceiling (Displacement)";
prefix = "(525)";
}
530
{
title = "Scroll Floor Texture and Carry Objects";
prefix = "(530)";
flags64text = "[6] Even across edges";
}
531
{
title = "Scroll Floor Texture and Carry Objects (Accelerative)";
prefix = "(531)";
}
532
{
title = "Scroll Floor Texture and Carry Objects (Displacement)";
prefix = "(532)";
}
533
{
title = "Scroll Ceiling Texture and Carry Objects";
prefix = "(533)";
flags64text = "[6] Even across edges";
}
534
{
title = "Scroll Ceiling Texture and Carry Objects (Accelerative)";
prefix = "(534)";
}
535
{
title = "Scroll Ceiling Texture and Carry Objects (Displacement)";
prefix = "(535)";
}
}
pusher
{
title = "Pusher";
541
{
title = "Wind";
prefix = "(541)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
542
{
title = "Upwards Wind";
prefix = "(542)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
543
{
title = "Downwards Wind";
prefix = "(543)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
544
{
title = "Current";
prefix = "(544)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
545
{
title = "Upwards Current";
prefix = "(545)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
546
{
title = "Downwards Current";
prefix = "(546)";
flags512text = "[9] Player slides";
flags64text = "[6] Even across edges";
}
547
{
title = "Push/Pull";
prefix = "(547)";
}
}
light
{
title = "Lighting";
600
{
title = "Floor Lighting";
prefix = "(600)";
}
601
{
title = "Ceiling Lighting";
prefix = "(601)";
}
602
{
title = "Adjustable Pulsating Light";
prefix = "(602)";
}
603
{
title = "Adjustable Flickering Light";
prefix = "(603)";
}
604
{
title = "Adjustable Blinking Light (unsynchronized)";
prefix = "(604)";
}
605
{
title = "Adjustable Blinking Light (synchronized)";
prefix = "(605)";
}
606
{
title = "Colormap";
prefix = "(606)";
}
}
slope
{
title = "Slope";
700
{
title = "Slope Frontside Floor";
prefix = "(700)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 1;
}
701
{
title = "Slope Frontside Ceiling";
prefix = "(701)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 2;
}
702
{
title = "Slope Frontside Floor and Ceiling";
prefix = "(702)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 3;
}
703
{
title = "Slope Frontside Floor and Backside Ceiling";
prefix = "(703)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 9;
}
704
{
title = "Slope Frontside Floor by 3 Tagged Vertex Things";
prefix = "(704)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
flags8192text = "[13] Use tag and offsets";
slope = "vertex";
slopeargs = 0;
}
705
{
title = "Slope Frontside Ceiling by 3 Tagged Vertex Things";
prefix = "(705)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
flags8192text = "[13] Use tag and offsets";
slope = "vertex";
slopeargs = 1;
}
710
{
title = "Slope Backside Floor";
prefix = "(710)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 4;
}
711
{
title = "Slope Backside Ceiling";
prefix = "(711)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 8;
}
712
{
title = "Slope Backside Floor and Ceiling";
prefix = "(712)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 12;
}
713
{
title = "Slope Backside Floor and Frontside Ceiling";
prefix = "(713)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
slope = "regular";
slopeargs = 6;
}
714
{
title = "Slope Backside Floor by 3 Tagged Vertex Things";
prefix = "(714)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
flags8192text = "[13] Use tag and offsets";
slope = "vertex";
slopeargs = 2;
}
715
{
title = "Slope Backside Ceiling by 3 Tagged Vertex Things";
prefix = "(715)";
flags2048text = "[11] No physics";
flags4096text = "[12] Dynamic";
flags8192text = "[13] Use tag and offsets";
slope = "vertex";
slopeargs = 3;
}
720
{
title = "Copy Frontside Floor Slope from Line Tag";
prefix = "(720)";
slope = "copy";
slopeargs = 1;
}
721
{
title = "Copy Frontside Ceiling Slope from Line Tag";
prefix = "(721)";
slope = "copy";
slopeargs = 2;
}
722
{
title = "Copy Frontside Floor and Ceiling Slope from Line Tag";
prefix = "(722)";
slope = "copy";
slopeargs = 3;
}
799
{
title = "Set Tagged Dynamic Slope Vertex to Front Sector Height";
prefix = "(799)";
}
}
transwall
{
title = "Translucent Wall";
900
{
title = "90% Opaque";
prefix = "(900)";
}
901
{
title = "80% Opaque";
prefix = "(901)";
}
902
{
title = "70% Opaque";
prefix = "(902)";
}
903
{
title = "60% Opaque";
prefix = "(903)";
}
904
{
title = "50% Opaque";
prefix = "(904)";
}
905
{
title = "40% Opaque";
prefix = "(905)";
}
906
{
title = "30% Opaque";
prefix = "(906)";
}
907
{
title = "20% Opaque";
prefix = "(907)";
}
908
{
title = "10% Opaque";
prefix = "(908)";
}
909
{
title = "Fog Wall";
prefix = "(909)";
}
}
}
// THING FLAGS
thingflags
{
1 = "[1] Extra";
2 = "[2] Flip";
4 = "[4] Special";
8 = "[8] Ambush";
}
// Thing flags UDMF translation table
// This is needed for copy/paste and prefabs to work properly
// When the UDMF field name is prefixed with ! it is inverted
thingflagstranslation
{
1 = "skill1";
2 = "skill2";
4 = "skill3";
8 = "ambush";
}
// THING FLAGS ERROR MASK
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 0;
// THING TYPES------------------------------------------------------------------
// Color values: 1-Dark_Blue 2-Dark_Green 3-Turqoise 4-Dark_Red 5-Purple 6-Brown 7-Gray
// 8-Dark_Gray 9-Blue 10-Green 11-Cyan 12-Red 13-Magenta
// 14-Yellow 15-White 16-Pink 17-Orange 18-Gold 19-Cream
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "<Editor Things>";
error = -1;
width = 8;
height = 16;
sort = 1;
3328 = "3D Mode Start";
}
starts
{
color = 1; // Blue
arrow = 1;
title = "Player Starts";
width = 16;
height = 48;
flags8text = "[8] Spawn on ceiling";
sprite = "PLAYA0";
1
{
title = "Player 01 Start";
sprite = "PLAYA0";
}
2
{
title = "Player 02 Start";
sprite = "PLAYA0";
}
3
{
title = "Player 03 Start";
sprite = "PLAYA0";
}
4
{
title = "Player 04 Start";
sprite = "PLAYA0";
}
5
{
title = "Player 05 Start";
sprite = "PLAYA0";
}
6
{
title = "Player 06 Start";
sprite = "PLAYA0";
}
7
{
title = "Player 07 Start";
sprite = "PLAYA0";
}
8
{
title = "Player 08 Start";
sprite = "PLAYA0";
}
9
{
title = "Player 09 Start";
sprite = "PLAYA0";
}
10
{
title = "Player 10 Start";
sprite = "PLAYA0";
}
11
{
title = "Player 11 Start";
sprite = "PLAYA0";
}
12
{
title = "Player 12 Start";
sprite = "PLAYA0";
}
13
{
title = "Player 13 Start";
sprite = "PLAYA0";
}
14
{
title = "Player 14 Start";
sprite = "PLAYA0";
}
15
{
title = "Player 15 Start";
sprite = "PLAYA0";
}
16
{
title = "Player 16 Start";
sprite = "PLAYA0";
}
17
{
title = "Player 17 Start";
sprite = "PLAYA0";
}
18
{
title = "Player 18 Start";
sprite = "PLAYA0";
}
19
{
title = "Player 19 Start";
sprite = "PLAYA0";
}
20
{
title = "Player 20 Start";
sprite = "PLAYA0";
}
21
{
title = "Player 21 Start";
sprite = "PLAYA0";
}
22
{
title = "Player 22 Start";
sprite = "PLAYA0";
}
23
{
title = "Player 23 Start";
sprite = "PLAYA0";
}
24
{
title = "Player 24 Start";
sprite = "PLAYA0";
}
25
{
title = "Player 25 Start";
sprite = "PLAYA0";
}
26
{
title = "Player 26 Start";
sprite = "PLAYA0";
}
27
{
title = "Player 27 Start";
sprite = "PLAYA0";
}
28
{
title = "Player 28 Start";
sprite = "PLAYA0";
}
29
{
title = "Player 29 Start";
sprite = "PLAYA0";
}
30
{
title = "Player 30 Start";
sprite = "PLAYA0";
}
31
{
title = "Player 31 Start";
sprite = "PLAYA0";
}
32
{
title = "Player 32 Start";
sprite = "PLAYA0";
}
33
{
title = "Match Start";
sprite = "NDRNA2A8";
}
34
{
title = "CTF Red Team Start";
sprite = "SIGNG0";
}
35
{
title = "CTF Blue Team Start";
sprite = "SIGNE0";
}
}
enemies
{
color = 9; // Light_Blue
arrow = 1;
title = "Enemies";
100
{
title = "Crawla (Blue)";
sprite = "POSSA1";
width = 24;
height = 32;
}
101
{
title = "Crawla (Red)";
sprite = "SPOSA1";
width = 24;
height = 32;
}
102
{
title = "Stupid Dumb Unnamed RoboFish";
sprite = "FISHA0";
width = 8;
height = 28;
angletext = "Jump strength";
}
103
{
title = "Buzz (Gold)";
sprite = "BUZZA1";
width = 28;
height = 40;
flags8text = "[8] Cannot move";
}
104
{
title = "Buzz (Red)";
sprite = "RBUZA1";
width = 28;
height = 40;
flags8text = "[8] Cannot move";
}
108
{
title = "Deton";
sprite = "DETNA1";
width = 20;
height = 32;
}
110
{
title = "Turret";
sprite = "TRETA1";
width = 16;
height = 32;
}
111
{
title = "Pop-up Turret";
sprite = "TURRI1";
width = 12;
height = 64;
angletext = "Firing delay";
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
122
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Spring Shell (Green)";
sprite = "SSHLA1";
width = 24;
height = 40;
}
125
{
title = "Spring Shell (Yellow)";
sprite = "SSHLI1";
width = 24;
height = 40;
}
109
{
title = "Skim";
sprite = "SKIMA1";
2019-10-14 06:32:04 +00:00
width = 16;
height = 24;
}
113
{
title = "Jet Jaw";
sprite = "JJAWA3A7";
width = 12;
height = 20;
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
126
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Crushstacean";
sprite = "CRABA0";
2019-10-14 06:32:04 +00:00
width = 24;
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
height = 32;
flags8text = "[8] Move left from spawn";
2019-10-14 06:32:04 +00:00
}
2019-10-26 20:56:01 +00:00
138
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Banpyura";
sprite = "CR2BA0";
width = 24;
height = 32;
flags8text = "[8] Move left from spawn";
2019-10-14 06:32:04 +00:00
}
117
{
title = "Robo-Hood";
sprite = "ARCHA1";
width = 24;
height = 32;
}
118
{
title = "CastleBot FaceStabber";
sprite = "CBFSA1";
width = 32;
height = 72;
}
1113
{
title = "Suspicious FaceStabber Statue";
sprite = "CBBSA1";
width = 32;
height = 72;
}
119
{
title = "Egg Guard";
sprite = "ESHIA1";
width = 16;
height = 48;
flags1text = "[1] 90 degrees counter-clockwise";
flags4text = "[4] 90 degrees clockwise";
flags8text = "[8] Double speed";
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
115
{
title = "Bird Aircraft Strike Hazard";
sprite = "VLTRF1";
width = 12;
height = 24;
}
2019-10-14 06:32:04 +00:00
120
{
title = "Green Snapper";
sprite = "GSNPA1";
width = 24;
height = 24;
}
121
{
title = "Minus";
sprite = "MNUSA1";
width = 24;
height = 32;
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
134
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Canarivore";
sprite = "CANAA0";
width = 12;
height = 80;
hangs = 1;
2019-10-14 06:32:04 +00:00
}
123
{
title = "Unidus";
sprite = "UNIDA1";
width = 18;
height = 36;
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
135
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Pterabyte Spawner";
sprite = "PTERA2A8";
width = 16;
height = 16;
parametertext = "No. Pterabytes";
}
136
{
title = "Pyre Fly";
sprite = "PYREA0";
2019-10-14 06:32:04 +00:00
width = 24;
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
height = 34;
flags8text = "[8] Start on fire";
2019-10-14 06:32:04 +00:00
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
105
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Jetty-Syn Bomber";
sprite = "JETBB1";
width = 20;
height = 50;
flags8text = "[8] Cannot move";
2019-10-14 06:32:04 +00:00
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
106
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Jetty-Syn Gunner";
sprite = "JETGB1";
width = 20;
height = 48;
flags8text = "[8] Cannot move";
}
112
{
title = "Spincushion";
sprite = "SHRPA1";
2019-10-14 06:32:04 +00:00
width = 16;
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
height = 24;
}
114
{
title = "Snailer";
sprite = "SNLRA3A7";
width = 24;
height = 48;
2019-10-14 06:32:04 +00:00
}
129
{
title = "Penguinator";
sprite = "PENGA1";
width = 24;
height = 32;
}
130
{
title = "Pophat";
sprite = "POPHA1";
width = 24;
height = 32;
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
107
{
title = "Crawla Commander";
sprite = "CCOMA1";
width = 16;
height = 32;
}
2019-10-14 06:32:04 +00:00
131
{
title = "Spinbobert";
sprite = "SBOBB0";
width = 32;
height = 32;
}
132
{
title = "Cacolantern";
sprite = "CACOA0";
width = 32;
height = 32;
flags8text = "[8] Cannot move";
}
133
{
title = "Hangster";
sprite = "HBATC1";
width = 24;
height = 24;
hangs = 1;
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
127
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Hive Elemental";
sprite = "HIVEA0";
width = 32;
2019-10-14 06:32:04 +00:00
height = 80;
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
parametertext = "No. bees";
2019-10-14 06:32:04 +00:00
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
128
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "Bumblebore";
sprite = "BUMBA1";
2019-10-14 06:32:04 +00:00
width = 16;
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
height = 32;
2019-10-14 06:32:04 +00:00
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
124
2019-10-14 06:32:04 +00:00
{
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
title = "AquaBuzz";
sprite = "BBUZA1";
width = 20;
height = 24;
}
116
{
title = "Pointy";
sprite = "PNTYA1";
width = 8;
height = 16;
2019-10-14 06:32:04 +00:00
}
}
bosses
{
color = 8; // Dark_Gray
arrow = 1;
title = "Bosses";
200
{
title = "Egg Mobile";
sprite = "EGGMA1";
width = 24;
height = 76;
flags4text = "[4] End level on death";
flags8text = "[8] Alternate laser attack";
}
201
{
title = "Egg Slimer";
sprite = "EGGNA1";
width = 24;
height = 76;
flags4text = "[4] End level on death";
flags8text = "[8] Speed up when hit";
}
202
{
title = "Sea Egg";
sprite = "EGGOA1";
width = 32;
height = 116;
flags4text = "[4] End level on death";
}
203
{
title = "Egg Colosseum";
sprite = "EGGPA1";
width = 24;
height = 76;
flags4text = "[4] End level on death";
}
204
{
title = "Fang";
sprite = "FANGA1";
width = 24;
height = 60;
flags1text = "[1] Grayscale mode";
flags4text = "[4] End level on death";
}
206
{
title = "Brak Eggman (Old)";
sprite = "BRAKB1";
width = 48;
height = 160;
flags4text = "[4] End level on death";
}
207
{
title = "Metal Sonic (Race)";
sprite = "METLI1";
width = 16;
height = 48;
flags1text = "[1] Grayscale mode";
}
208
{
title = "Metal Sonic (Battle)";
sprite = "METLC1";
width = 16;
height = 48;
flags1text = "[1] Grayscale mode";
flags4text = "[4] End level on death";
}
209
{
title = "Brak Eggman";
sprite = "BRAK01";
width = 48;
height = 160;
flags4text = "[4] End level on death";
flags8text = "[8] Electric barrier";
}
290
{
arrow = 0;
title = "Boss Escape Point";
width = 8;
height = 16;
sprite = "internal:eggmanend";
}
291
{
arrow = 0;
title = "Egg Capsule Center";
width = 8;
height = 16;
sprite = "internal:capsule";
}
292
{
arrow = 0;
title = "Boss Waypoint";
width = 8;
height = 16;
flags8text = "[8] Sea Egg shooting point";
sprite = "internal:eggmanway";
angletext = "No. (Sea Egg)";
flagsvaluetext = "No. (Brak)";
parametertext = "Next";
}
293
{
title = "Metal Sonic Gather Point";
sprite = "internal:metal";
width = 8;
height = 16;
}
294
{
title = "Fang Waypoint";
flags8text = "[8] Center waypoint";
sprite = "internal:eggmanway";
width = 8;
height = 16;
}
}
rings
{
color = 14; // Yellow
title = "Rings and Weapon Panels";
width = 24;
height = 24;
flags8height = 24;
flags8text = "[8] Float";
sprite = "RINGA0";
300
{
title = "Ring";
sprite = "RINGA0";
width = 16;
}
301
{
title = "Bounce Ring";
sprite = "internal:RNGBA0";
}
302
{
title = "Rail Ring";
sprite = "internal:RNGRA0";
}
303
{
title = "Infinity Ring";
sprite = "internal:RNGIA0";
}
304
{
title = "Automatic Ring";
sprite = "internal:RNGAA0";
}
305
{
title = "Explosion Ring";
sprite = "internal:RNGEA0";
}
306
{
title = "Scatter Ring";
sprite = "internal:RNGSA0";
}
307
{
title = "Grenade Ring";
sprite = "internal:RNGGA0";
}
308
{
title = "CTF Team Ring (Red)";
sprite = "internal:RRNGA0";
width = 16;
}
309
{
title = "CTF Team Ring (Blue)";
sprite = "internal:BRNGA0";
width = 16;
}
330
{
title = "Bounce Ring Panel";
sprite = "internal:PIKBA0";
}
331
{
title = "Rail Ring Panel";
sprite = "internal:PIKRA0";
}
332
{
title = "Automatic Ring Panel";
sprite = "internal:PIKAA0";
}
333
{
title = "Explosion Ring Panel";
sprite = "internal:PIKEA0";
}
334
{
title = "Scatter Ring Panel";
sprite = "internal:PIKSA0";
}
335
{
title = "Grenade Ring Panel";
sprite = "internal:PIKGA0";
}
}
collectibles
{
color = 10; // Light_Green
title = "Other Collectibles";
width = 16;
height = 32;
sort = 1;
sprite = "CEMGA0";
310
{
title = "CTF Red Flag";
sprite = "RFLGA0";
width = 24;
height = 64;
}
311
{
title = "CTF Blue Flag";
sprite = "BFLGA0";
width = 24;
height = 64;
}
312
{
title = "Emerald Token";
sprite = "TOKEA0";
width = 16;
height = 32;
flags8height = 24;
flags8text = "[8] Float";
}
313
{
title = "Chaos Emerald 1 (Green)";
sprite = "CEMGA0";
}
314
{
title = "Chaos Emerald 2 (Purple)";
sprite = "CEMGB0";
}
315
{
title = "Chaos Emerald 3 (Blue)";
sprite = "CEMGC0";
}
316
{
title = "Chaos Emerald 4 (Cyan)";
sprite = "CEMGD0";
}
317
{
title = "Chaos Emerald 5 (Orange)";
sprite = "CEMGE0";
}
318
{
title = "Chaos Emerald 6 (Red)";
sprite = "CEMGF0";
}
319
{
title = "Chaos Emerald 7 (Gray)";
sprite = "CEMGG0";
}
320
{
title = "Emerald Hunt Location";
sprite = "SHRDA0";
}
321
{
title = "Match Chaos Emerald Spawn";
sprite = "CEMGA0";
flags8height = 24;
flags8text = "[8] Float";
}
322
{
title = "Emblem";
sprite = "EMBMA0";
width = 16;
height = 30;
flags8height = 24;
flags8text = "[8] Float";
angletext = "Tag";
}
}
boxes
{
color = 7; // Gray
blocking = 2;
title = "Monitors";
width = 18;
height = 40;
flags1text = "[1] Run Linedef Executor on pop";
flags4text = "[4] Random (Strong)";
flags8text = "[8] Random (Weak)";
400
{
title = "Super Ring (10 Rings)";
sprite = "TVRIA0";
}
401
{
title = "Pity Shield";
sprite = "TVPIA0";
}
402
{
title = "Attraction Shield";
sprite = "TVATA0";
}
403
{
title = "Force Shield";
sprite = "TVFOA0";
}
404
{
title = "Armageddon Shield";
sprite = "TVARA0";
}
405
{
title = "Whirlwind Shield";
sprite = "TVWWA0";
}
406
{
title = "Elemental Shield";
sprite = "TVELA0";
}
407
{
title = "Super Sneakers";
sprite = "TVSSA0";
}
408
{
title = "Invincibility";
sprite = "TVIVA0";
}
409
{
title = "Extra Life";
sprite = "TV1UA0";
flags4text = "[4] Random (Strong) / 10k points";
flags8text = "[8] Random (Weak) / 10k points";
}
410
{
title = "Eggman";
sprite = "TVEGA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
411
{
title = "Teleporter";
sprite = "TVMXA0";
}
413
{
title = "Gravity Boots";
sprite = "TVGVA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
414
{
title = "CTF Team Ring Monitor (Red)";
sprite = "TRRIA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
415
{
title = "CTF Team Ring Monitor (Blue)";
sprite = "TBRIA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
416
{
title = "Recycler";
sprite = "TVRCA0";
}
418
{
title = "Score (1,000 Points)";
sprite = "TV1KA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
419
{
title = "Score (10,000 Points)";
sprite = "TVTKA0";
flags4text = "[4] Special";
flags8text = "[8] Ambush";
}
420
{
title = "Flame Shield";
sprite = "TVFLA0";
}
421
{
title = "Water Shield";
sprite = "TVBBA0";
}
422
{
title = "Lightning Shield";
sprite = "TVZPA0";
}
}
boxes2
{
color = 18; // Gold
blocking = 2;
title = "Monitors (Respawning)";
width = 20;
height = 44;
flags1text = "[1] Run Linedef Executor on pop";
431
{
title = "Pity Shield (Respawn)";
sprite = "TVPIB0";
}
432
{
title = "Attraction Shield (Respawn)";
sprite = "TVATB0";
}
433
{
title = "Force Shield (Respawn)";
sprite = "TVFOB0";
}
434
{
title = "Armageddon Shield (Respawn)";
sprite = "TVARB0";
}
435
{
title = "Whirlwind Shield (Respawn)";
sprite = "TVWWB0";
}
436
{
title = "Elemental Shield (Respawn)";
sprite = "TVELB0";
}
437
{
title = "Super Sneakers (Respawn)";
sprite = "TVSSB0";
}
438
{
title = "Invincibility (Respawn)";
sprite = "TVIVB0";
}
440
{
title = "Eggman (Respawn)";
sprite = "TVEGB0";
}
443
{
title = "Gravity Boots (Respawn)";
sprite = "TVGVB0";
}
450
{
title = "Flame Shield (Respawn)";
sprite = "TVFLB0";
}
451
{
title = "Water Shield (Respawn)";
sprite = "TVBBB0";
}
452
{
title = "Lightning Shield (Respawn)";
sprite = "TVZPB0";
}
}
generic
{
color = 11; // Light_Cyan
title = "Generic Items & Hazards";
500
{
title = "Air Bubble Patch";
sprite = "BUBLE0";
width = 8;
height = 16;
flags8text = "[8] No distance check";
}
501
{
title = "Signpost";
sprite = "SIGND0";
width = 8;
height = 32;
}
502
{
arrow = 1;
title = "Star Post";
sprite = "STPTA0M0";
width = 64;
height = 128;
angletext = "Angle/Order";
}
520
{
title = "Bomb Sphere";
sprite = "SPHRD0";
width = 16;
height = 24;
flags8height = 24;
flags8text = "[8] Float";
unflippable = true;
}
521
{
title = "Spikeball";
sprite = "SPIKA0";
width = 12;
height = 8;
flags8height = 24;
flags8text = "[8] Float";
}
522
{
title = "Wall Spike";
sprite = "WSPKALAR";
width = 16;
height = 14;
flags1text = "[1] Start retracted";
flags4text = "[4] Retractable";
flags8text = "[8] Intangible";
parametertext = "Initial delay";
}
523
{
title = "Spike";
sprite = "USPKA0";
width = 8;
height = 32;
flags1text = "[1] Start retracted";
flags4text = "[4] Retractable";
flags8text = "[8] Intangible";
angletext = "Retraction interval";
parametertext = "Initial delay";
}
1130
{
title = "Small Mace";
sprite = "SMCEA0";
width = 17;
height = 34;
}
1131
{
title = "Big Mace";
sprite = "BMCEA0";
width = 34;
height = 68;
}
1136
{
title = "Small Fireball";
sprite = "SFBRA0";
width = 17;
height = 34;
}
1137
{
title = "Large Fireball";
sprite = "BFBRA0";
width = 34;
height = 68;
}
2019-10-14 06:32:04 +00:00
}
springs
{
color = 12; // Light_Red
title = "Springs and Fans";
width = 20;
height = 16;
sprite = "RSPRD2";
540
{
title = "Fan";
sprite = "FANSA0D0";
width = 16;
height = 8;
flags4text = "[4] Invisible";
flags8text = "[8] No distance check";
angletext = "Lift height";
}
541
{
title = "Gas Jet";
sprite = "STEMD0";
flags8text = "[8] No sounds";
width = 32;
}
542
{
title = "Bumper";
sprite = "BUMPA0";
width = 32;
height = 64;
angletext = "Strength";
}
543
{
title = "Balloon";
sprite = "BLONA0";
width = 32;
height = 64;
flags8text = "[8] Respawn";
angletext = "Color";
}
550
{
title = "Yellow Spring";
sprite = "SPRYA0";
}
551
{
title = "Red Spring";
sprite = "SPRRA0";
}
552
{
title = "Blue Spring";
sprite = "SPRBA0";
}
555
{
arrow = 1;
title = "Diagonal Yellow Spring";
sprite = "YSPRD2";
width = 16;
flags4text = "[4] Ignore gravity";
flags8text = "[8] Rotate 22.5° CCW";
}
556
{
arrow = 1;
title = "Diagonal Red Spring";
sprite = "RSPRD2";
width = 16;
flags4text = "[4] Ignore gravity";
flags8text = "[8] Rotate 22.5° CCW";
}
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
557
{
arrow = 1;
title = "Diagonal Blue Spring";
sprite = "BSPRD2";
width = 16;
flags4text = "[4] Ignore gravity";
flags8text = "[8] Rotate 22.5° CCW";
}
2019-10-14 06:32:04 +00:00
558
{
arrow = 1;
title = "Horizontal Yellow Spring";
sprite = "SSWYD2D8";
flags8height = 16;
flags8text = "[8] Float";
width = 16;
height = 32;
}
559
{
arrow = 1;
title = "Horizontal Red Spring";
sprite = "SSWRD2D8";
flags8height = 16;
flags8text = "[8] Float";
width = 16;
height = 32;
}
560
{
arrow = 1;
title = "Horizontal Blue Spring";
sprite = "SSWBD2D8";
flags8height = 16;
flags8text = "[8] Float";
width = 16;
height = 32;
}
1134
{
title = "Yellow Spring Ball";
sprite = "YSPBA0";
width = 17;
height = 34;
}
1135
{
title = "Red Spring Ball";
sprite = "RSPBA0";
width = 17;
height = 34;
}
544
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
{
arrow = 1;
title = "Yellow Boost Panel";
sprite = "BSTYA0";
flags8text = "[8] Force spin";
width = 28;
height = 2;
}
545
* New object types! * Red and yellow Boost panels! * Added because SUBARASHII and KIMOKAWAIII had several levels using them, and I wanted to make them look better. * https://cdn.discordapp.com/attachments/359091121789468672/634486669202161674/srb20015.gif * Uses the mapthingnums of Glaber's SOC resource boosters, but absolutely nothing else - not even the magnitudes. * Apply MF_AMBUSH to force the player into a spin - even if they don't have a spin ability! * Banpyura! * A Crushstacean with a spring instead of a crushclaw. * https://cdn.discordapp.com/attachments/428262628893261828/634432099306176512/srb20019.gif * Wanted this for a while, finally added it. * Improved springs. * Add pw_noautobrake to disable autobrake for half a second when touching yellow horizontal springs, and a second when touching red ones, even on the ground. * Add pw_justsprung to disable directionchar for a few tics while touching any springs with a horizontal component to their velocity. * Add the diagonal spring flag options Red and Yellow Diagonal Springs have to the Blue Diagonal Spring as well. * Started but decided against a tip of the hat to the CD spring spin, hidden behind #define SPRINGSPIN. * Make directionchar "lag behind" a little bit in waterslides. * Improved flame jets. * They now use new sprites for having their flames move upwards and sideways, instead of having them always face downwards like in 2.1! * Fixed a mixed declaration and code error in A_RolloutRock. (Sorry Lach!) * Make the Amy Cameo only spawn in SP, Record Attack, or Co-op unless it's the Clone Mode. * Improved ZB config. * Add above new types. * Add Blue Diagonal Spring, which existed in the source but not the config. * Re-order enemies in ZB config by zone (but keep them in the Enemies section only).
2019-10-17 20:50:26 +00:00
{
arrow = 1;
title = "Red Boost Panel";
sprite = "BSTRA0";
flags8text = "[8] Force spin";
width = 28;
height = 2;
}
2019-10-14 06:32:04 +00:00
}
patterns
{
color = 5; // Magenta
arrow = 1;
title = "Special Placement Patterns";
width = 16;
height = 384;
sprite = "RINGA0";
600
{
arrow = 0;
title = "5 Vertical Rings (Yellow Spring)";
sprite = "RINGA0";
}
601
{
arrow = 0;
title = "5 Vertical Rings (Red Spring)";
sprite = "RINGA0";
height = 1024;
}
602
{
title = "5 Diagonal Rings (Yellow Spring)";
sprite = "RINGA0";
height = 32;
}
603
{
title = "10 Diagonal Rings (Red Spring)";
sprite = "RINGA0";
height = 32;
}
604
{
title = "Circle of Rings";
sprite = "RINGA0";
width = 96;
height = 192;
unflippable = true;
centerHitbox = true;
}
605
{
title = "Circle of Rings (Big)";
sprite = "RINGA0";
width = 192;
unflippable = true;
centerHitbox = true;
}
606
{
title = "Circle of Blue Spheres";
sprite = "SPHRA0";
width = 96;
height = 192;
unflippable = true;
centerHitbox = true;
}
607
{
title = "Circle of Blue Spheres (Big)";
sprite = "SPHRA0";
width = 192;
unflippable = true;
centerHitbox = true;
}
608
{
title = "Circle of Rings and Spheres";
sprite = "SPHRA0";
width = 96;
height = 192;
unflippable = true;
centerHitbox = true;
}
609
{
title = "Circle of Rings and Spheres (Big)";
sprite = "SPHRA0";
width = 192;
unflippable = true;
centerHitbox = true;
}
}
invisible
{
color = 15; // White
title = "Misc. Invisible";
width = 8;
height = 16;
sprite = "UNKNA0";
700
{
title = "Water Ambience A (Large)";
sprite = "internal:ambiance";
}
701
{
title = "Water Ambience B (Large)";
sprite = "internal:ambiance";
}
702
{
title = "Water Ambience C (Medium)";
sprite = "internal:ambiance";
}
703
{
title = "Water Ambience D (Medium)";
sprite = "internal:ambiance";
}
704
{
title = "Water Ambience E (Small)";
sprite = "internal:ambiance";
}
705
{
title = "Water Ambience F (Small)";
sprite = "internal:ambiance";
}
706
{
title = "Water Ambience G (Extra Large)";
sprite = "internal:ambiance";
}
707
{
title = "Water Ambience H (Extra Large)";
sprite = "internal:ambiance";
}
708
{
title = "Disco Ambience";
sprite = "internal:ambiance";
}
709
{
title = "Volcano Ambience";
sprite = "internal:ambiance";
}
710
{
title = "Machine Ambience";
sprite = "internal:ambiance";
}
750
{
title = "Slope Vertex";
sprite = "internal:vertexslope";
angletext = "Tag";
}
751
{
arrow = 1;
title = "Teleport Destination";
sprite = "internal:tele";
}
752
{
arrow = 1;
title = "Alternate View Point";
sprite = "internal:view";
}
753
{
title = "Zoom Tube Waypoint";
sprite = "internal:zoom";
angletext = "Order";
}
754
{
title = "Push Point";
flags4text = "[4] Fades using XY";
flags8text = "[8] Push using XYZ";
sprite = "GWLGA0";
angletext = "Radius";
}
755
{
title = "Pull Point";
flags4text = "[4] Fades using XY";
flags8text = "[8] Pull using XYZ";
sprite = "GWLRA0";
angletext = "Radius";
}
756
{
title = "Blast Linedef Executor";
sprite = "TOADA0";
width = 32;
height = 16;
}
757
{
title = "Fan Particle Generator";
sprite = "PRTLA0";
width = 8;
height = 16;
angletext = "Tag";
}
758
{
title = "Object Angle Anchor";
sprite = "internal:view";
}
760
{
title = "PolyObject Anchor";
sprite = "internal:polyanchor";
angletext = "ID";
}
761
{
title = "PolyObject Spawn Point";
sprite = "internal:polycenter";
angletext = "ID";
}
762
{
title = "PolyObject Spawn Point (Crush)";
sprite = "internal:polycentercrush";
angletext = "ID";
}
780
{
title = "Skybox View Point";
sprite = "internal:skyb";
flags4text = "[4] In-map centerpoint";
parametertext = "ID";
}
}
greenflower
{
color = 10; // Green
title = "Greenflower";
800
{
title = "GFZ Flower";
sprite = "FWR1A0";
width = 16;
height = 40;
}
801
{
title = "Sunflower";
sprite = "FWR2A0";
width = 16;
height = 96;
}
802
{
title = "Budding Flower";
sprite = "FWR3A0";
width = 8;
height = 32;
}
803
{
title = "Blueberry Bush";
sprite = "BUS3A0";
width = 16;
height = 32;
}
804
{
title = "Berry Bush";
sprite = "BUS1A0";
width = 16;
height = 32;
}
805
{
title = "Bush";
sprite = "BUS2A0";
width = 16;
height = 32;
}
806
{
title = "GFZ Tree";
sprite = "TRE1A0";
width = 20;
height = 128;
}
807
{
title = "GFZ Berry Tree";
sprite = "TRE1B0";
width = 20;
height = 128;
}
808
{
title = "GFZ Cherry Tree";
sprite = "TRE1C0";
width = 20;
height = 128;
}
809
{
title = "Checkered Tree";
sprite = "TRE2A0";
width = 20;
height = 200;
}
810
{
title = "Checkered Tree (Sunset)";
sprite = "TRE2B0";
width = 20;
height = 200;
}
811
{
title = "Polygon Tree";
sprite = "TRE4A0";
width = 20;
height = 200;
}
812
{
title = "Bush Tree";
sprite = "TRE5A0";
width = 20;
height = 200;
}
813
{
title = "Red Bush Tree";
sprite = "TRE5B0";
width = 20;
height = 200;
}
}
technohill
{
color = 10; // Green
title = "Techno Hill";
900
{
title = "THZ Steam Flower";
sprite = "THZPA0";
width = 8;
height = 32;
}
901
{
title = "Alarm";
sprite = "ALRMA0";
width = 8;
height = 16;
hangs = 1;
}
902
{
title = "THZ Spin Flower (Red)";
sprite = "FWR5A0";
width = 16;
height = 64;
}
903
{
title = "THZ Spin Flower (Yellow)";
sprite = "FWR6A0";
width = 16;
height = 64;
}
904
{
arrow = 1;
title = "Whistlebush";
sprite = "THZTA0";
width = 16;
height = 64;
}
}
deepsea
{
color = 10; // Green
title = "Deep Sea";
1000
{
arrow = 1;
blocking = 2;
title = "Gargoyle";
sprite = "GARGA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1009
{
arrow = 1;
blocking = 2;
title = "Gargoyle (Big)";
sprite = "GARGB1";
width = 32;
height = 80;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1001
{
title = "Seaweed";
sprite = "SEWEA0";
width = 24;
height = 56;
}
1002
{
title = "Dripping Water";
sprite = "DRIPD0";
width = 8;
height = 16;
hangs = 1;
angletext = "Dripping interval";
}
1003
{
title = "Coral (Green)";
sprite = "CORLA0";
width = 29;
height = 40;
}
1004
{
title = "Coral (Red)";
sprite = "CORLB0";
width = 30;
height = 53;
}
1005
{
title = "Coral (Orange)";
sprite = "CORLC0";
width = 28;
height = 41;
}
1006
{
title = "Blue Crystal";
sprite = "BCRYA1";
width = 8;
height = 16;
}
1007
{
title = "Kelp";
sprite = "KELPA0";
width = 16;
height = 292;
flags4text = "[4] Double size";
}
1008
{
title = "Stalagmite (DSZ1)";
sprite = "DSTGA0";
width = 8;
height = 116;
flags4text = "[4] Double size";
}
1010
{
arrow = 1;
title = "Light Beam";
sprite = "LIBEARAL";
width = 16;
height = 16;
}
1011
{
title = "Stalagmite (DSZ2)";
sprite = "DSTGA0";
width = 8;
height = 116;
flags4text = "[4] Double size";
}
1012
{
arrow = 1;
title = "Big Floating Mine";
width = 28;
height = 56;
sprite = "BMNEA1";
}
1013
{
title = "Animated Kelp";
sprite = "ALGAA0";
width = 48;
height = 120;
}
1014
{
title = "Large Coral (Brown)";
sprite = "CORLD0";
width = 56;
height = 112;
}
1015
{
title = "Large Coral (Beige)";
sprite = "CORLE0";
width = 56;
height = 112;
}
}
castleeggman
{
color = 10; // Green
title = "Castle Eggman";
1100
{
title = "Chain (Decorative)";
sprite = "CHANA0";
width = 4;
height = 128;
hangs = 1;
}
1101
{
title = "Torch";
sprite = "FLAMA0E0";
width = 8;
height = 32;
flags1text = "[1] Add corona";
}
1102
{
arrow = 1;
blocking = 2;
title = "Eggman Statue";
sprite = "ESTAA1";
width = 32;
height = 240;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1103
{
title = "CEZ Flower";
sprite = "FWR4A0";
width = 16;
height = 40;
}
1104
{
title = "Mace Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "SMCEA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
flags8text = "[8] Double size";
angletext = "Tag";
}
1105
{
title = "Chain with Maces Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "SMCEA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
flags8text = "[8] Double size";
angletext = "Tag";
}
1106
{
title = "Chained Spring Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "YSPBA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
flags8text = "[8] Red spring";
angletext = "Tag";
}
1107
{
title = "Chain Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "BMCHA0";
width = 17;
height = 34;
flags8text = "[8] Double size";
angletext = "Tag";
}
1108
{
arrow = 1;
title = "Hidden Chain Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "internal:chain3";
width = 17;
height = 34;
flags8text = "[8] Double size";
}
1109
{
title = "Firebar Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "BFBRA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
flags8text = "[8] Double size";
angletext = "Tag";
}
1110
{
title = "Custom Mace Spawnpoint";
2019-10-14 06:32:04 +00:00
sprite = "SMCEA0";
width = 17;
height = 34;
flags4text = "[4] No sounds";
angletext = "Tag";
}
1111
{
arrow = 1;
blocking = 2;
title = "Crawla Statue";
sprite = "CSTAA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1112
{
arrow = 1;
blocking = 2;
title = "FaceStabber Statue";
sprite = "CBBSA1";
width = 32;
height = 72;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1114
{
title = "Pine Tree";
sprite = "PINEA0";
width = 16;
height = 628;
}
1115
{
title = "CEZ Shrub (Small)";
sprite = "CEZBA0";
width = 16;
height = 24;
}
1116
{
title = "CEZ Shrub (Large)";
sprite = "CEZBB0";
width = 32;
height = 48;
}
1117
{
arrow = 1;
title = "Pole Banner (Red)";
sprite = "BANRA0";
width = 40;
height = 224;
}
1118
{
arrow = 1;
title = "Pole Banner (Blue)";
sprite = "BANRA0";
width = 40;
height = 224;
}
1119
{
title = "Candle";
sprite = "CNDLA0";
width = 8;
height = 48;
flags1text = "[1] Add corona";
}
1120
{
title = "Candle Pricket";
sprite = "CNDLB0";
width = 8;
height = 176;
flags1text = "[1] Add corona";
}
1121
{
title = "Flame Holder";
sprite = "FLMHA0";
width = 24;
height = 80;
flags1text = "[1] Add corona";
flags4text = "[4] No flame";
}
1122
{
title = "Fire Torch";
sprite = "CTRCA0";
width = 16;
height = 80;
}
1123
{
title = "Cannonball Launcher";
sprite = "internal:cannonball";
width = 8;
height = 16;
}
1124
{
blocking = 2;
title = "Cannonball";
sprite = "CBLLA0";
width = 20;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1125
{
title = "Brambles";
sprite = "CABRALAR";
width = 48;
height = 32;
}
1126
{
title = "Invisible Lockon Object";
sprite = "LCKNC0";
width = 16;
height = 32;
}
1127
{
title = "Spectator Eggrobo";
sprite = "EGR1A1";
width = 20;
height = 72;
}
1128
{
arrow = 1;
title = "Waving Flag (Red)";
sprite = "CFLGA0";
width = 8;
height = 208;
}
1129
{
arrow = 1;
title = "Waving Flag (Blue)";
sprite = "CFLGA0";
width = 8;
height = 208;
}
}
aridcanyon
{
color = 10; // Green
title = "Arid Canyon";
1200
{
title = "Tumbleweed (Big)";
sprite = "BTBLA0";
width = 24;
height = 48;
flags8text = "[8] Moves perpetually";
}
1201
{
title = "Tumbleweed (Small)";
sprite = "STBLA0";
width = 12;
height = 24;
flags8text = "[8] Moves perpetually";
}
1202
{
arrow = 1;
title = "Rock Spawner";
sprite = "ROIAA0";
width = 8;
height = 16;
angletext = "Tag";
}
1203
{
title = "Tiny Red Flower Cactus";
sprite = "CACTA0";
width = 13;
height = 24;
}
1204
{
title = "Small Red Flower Cactus";
sprite = "CACTB0";
width = 15;
height = 52;
}
1205
{
title = "Tiny Blue Flower Cactus";
sprite = "CACTC0";
width = 13;
height = 24;
}
1206
{
title = "Small Blue Flower Cactus";
sprite = "CACTD0";
width = 15;
height = 52;
}
1207
{
title = "Prickly Pear";
sprite = "CACTE0";
width = 32;
height = 96;
}
1208
{
title = "Barrel Cactus";
sprite = "CACTF0";
width = 20;
height = 128;
}
1209
{
title = "Tall Barrel Cactus";
sprite = "CACTG0";
width = 24;
height = 224;
}
1210
{
title = "Armed Cactus";
sprite = "CACTH0";
width = 24;
height = 256;
}
1211
{
title = "Ball Cactus";
sprite = "CACTI0";
width = 48;
height = 96;
}
1212
{
title = "Caution Sign";
sprite = "WWSGAR";
width = 22;
height = 64;
}
1213
{
title = "Cacti Sign";
sprite = "WWS2AR";
width = 22;
height = 64;
}
1214
{
title = "Sharp Turn Sign";
sprite = "WWS3ALAR";
width = 16;
height = 192;
}
1215
{
title = "Mine Oil Lamp";
sprite = "OILLA0";
width = 22;
height = 64;
hangs = 1;
}
1216
{
title = "TNT Barrel";
sprite = "BARRA1";
width = 24;
height = 63;
}
1217
{
title = "TNT Proximity Shell";
sprite = "REMTA0";
width = 64;
height = 40;
}
1218
{
title = "Dust Devil";
sprite = "TAZDCR";
width = 80;
height = 416;
}
1219
{
title = "Minecart Spawner";
sprite = "MCRTCLFR";
width = 22;
height = 32;
}
1220
{
title = "Minecart Stopper";
sprite = "MCRTIR";
width = 32;
height = 32;
}
1221
{
title = "Minecart Saloon Door";
sprite = "SALDARAL";
width = 96;
height = 160;
flags8text = "[8] Allow non-minecart players";
}
1222
{
title = "Train Cameo Spawner";
sprite = "TRAEBRBL";
width = 28;
height = 32;
}
1223
{
title = "Train Dust Spawner";
sprite = "ADSTA0";
width = 4;
height = 4;
}
1224
{
title = "Train Steam Spawner";
sprite = "STEAA0";
width = 4;
height = 4;
}
1229
{
title = "Minecart Switch Point";
sprite = "internal:zoom";
width = 8;
height = 16;
flags8text = "[8] Enable switching";
}
1230
{
title = "Tiny Cactus";
sprite = "CACTJ0";
width = 13;
height = 28;
}
1231
{
title = "Small Cactus";
sprite = "CACTK0";
width = 15;
height = 60;
}
}
redvolcano
{
color = 10; // Green
title = "Red Volcano";
1300
{
arrow = 1;
title = "Flame Jet (Horizontal)";
sprite = "internal:flameh";
width = 16;
height = 40;
flags8text = "[8] Waves vertically";
angletext = "On/Off time";
parametertext = "Strength";
}
1301
{
title = "Flame Jet (Vertical)";
sprite = "internal:flamev";
width = 16;
height = 40;
flags8text = "[8] Shoot downwards";
angletext = "On/Off time";
parametertext = "Strength";
}
1302
{
title = "Spinning Flame Jet (Counter-Clockwise)";
sprite = "internal:flame2";
width = 16;
height = 24;
}
1303
{
title = "Spinning Flame Jet (Clockwise)";
sprite = "internal:flame1";
width = 16;
height = 24;
}
1304
{
title = "Lavafall";
sprite = "LFALF0";
width = 30;
height = 32;
angletext = "Initial delay";
flags8text = "[8] Double size";
}
1305
{
title = "Rollout Rock";
sprite = "PUMIA1A5";
width = 30;
height = 60;
flags8text = "[8] Non-buoyant";
}
1306
{
title = "Big Fern";
sprite = "JPLAB0";
width = 32;
height = 48;
}
1307
{
title = "Jungle Palm";
sprite = "JPLAC0";
width = 32;
height = 48;
}
1308
{
title = "Torch Flower";
sprite = "TFLOA0";
width = 14;
height = 110;
}
1309
{
title = "RVZ1 Wall Vine (Long)";
sprite = "WVINALAR";
width = 1;
height = 288;
}
1310
{
title = "RVZ1 Wall Vine (Short)";
sprite = "WVINBLBR";
width = 1;
height = 288;
}
}
botanicserenity
{
color = 10; // Green
title = "Botanic Serenity";
width = 16;
height = 32;
sprite = "BSZ1A0";
1400
{
title = "Tall Flower (Red)";
sprite = "BSZ1A0";
}
1401
{
title = "Tall Flower (Purple)";
sprite = "BSZ1B0";
}
1402
{
title = "Tall Flower (Blue)";
sprite = "BSZ1C0";
}
1403
{
title = "Tall Flower (Cyan)";
sprite = "BSZ1D0";
}
1404
{
title = "Tall Flower (Yellow)";
sprite = "BSZ1E0";
}
1405
{
title = "Tall Flower (Orange)";
sprite = "BSZ1F0";
}
1410
{
title = "Medium Flower (Red)";
sprite = "BSZ2A0";
}
1411
{
title = "Medium Flower (Purple)";
sprite = "BSZ2B0";
}
1412
{
title = "Medium Flower (Blue)";
sprite = "BSZ2C0";
}
1413
{
title = "Medium Flower (Cyan)";
sprite = "BSZ2D0";
}
1414
{
title = "Medium Flower (Yellow)";
sprite = "BSZ2E0";
}
1415
{
title = "Medium Flower (Orange)";
sprite = "BSZ2F0";
}
1420
{
title = "Short Flower (Red)";
sprite = "BSZ3A0";
}
1421
{
title = "Short Flower (Purple)";
sprite = "BSZ3B0";
}
1422
{
title = "Short Flower (Blue)";
sprite = "BSZ3C0";
}
1423
{
title = "Short Flower (Cyan)";
sprite = "BSZ3D0";
}
1424
{
title = "Short Flower (Yellow)";
sprite = "BSZ3E0";
}
1425
{
title = "Short Flower (Orange)";
sprite = "BSZ3F0";
}
1430
{
title = "Tulip (Red)";
sprite = "BST1A0";
}
1431
{
title = "Tulip (Purple)";
sprite = "BST2A0";
}
1432
{
title = "Tulip (Blue)";
sprite = "BST3A0";
}
1433
{
title = "Tulip (Cyan)";
sprite = "BST4A0";
}
1434
{
title = "Tulip (Yellow)";
sprite = "BST5A0";
}
1435
{
title = "Tulip (Orange)";
sprite = "BST6A0";
}
1440
{
title = "Cluster (Red)";
sprite = "BSZ5A0";
}
1441
{
title = "Cluster (Purple)";
sprite = "BSZ5B0";
}
1442
{
title = "Cluster (Blue)";
sprite = "BSZ5C0";
}
1443
{
title = "Cluster (Cyan)";
sprite = "BSZ5D0";
}
1444
{
title = "Cluster (Yellow)";
sprite = "BSZ5E0";
}
1445
{
title = "Cluster (Orange)";
sprite = "BSZ5F0";
}
1450
{
title = "Bush (Red)";
sprite = "BSZ6A0";
}
1451
{
title = "Bush (Purple)";
sprite = "BSZ6B0";
}
1452
{
title = "Bush (Blue)";
sprite = "BSZ6C0";
}
1453
{
title = "Bush (Cyan)";
sprite = "BSZ6D0";
}
1454
{
title = "Bush (Yellow)";
sprite = "BSZ6E0";
}
1455
{
title = "Bush (Orange)";
sprite = "BSZ6F0";
}
1460
{
title = "Vine (Red)";
sprite = "BSZ7A0";
}
1461
{
title = "Vine (Purple)";
sprite = "BSZ7B0";
}
1462
{
title = "Vine (Blue)";
sprite = "BSZ7C0";
}
1463
{
title = "Vine (Cyan)";
sprite = "BSZ7D0";
}
1464
{
title = "Vine (Yellow)";
sprite = "BSZ7E0";
}
1465
{
title = "Vine (Orange)";
sprite = "BSZ7F0";
}
1470
{
title = "BSZ Shrub";
sprite = "BSZ8A0";
}
1471
{
title = "BSZ Clover";
sprite = "BSZ8B0";
}
1473
{
title = "Palm Tree (Big)";
2019-10-14 06:32:04 +00:00
width = 16;
height = 160;
sprite = "BSZ8D0";
}
1475
{
title = "Palm Tree (Small)";
2019-10-14 06:32:04 +00:00
width = 16;
height = 80;
sprite = "BSZ8F0";
}
}
azuretemple
{
color = 10; // Green
title = "Azure Temple";
1500
{
arrow = 1;
blocking = 2;
title = "Trapgoyle";
sprite = "GARGA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1501
{
arrow = 1;
blocking = 2;
title = "Trapgoyle (Up)";
sprite = "GARGA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1502
{
arrow = 1;
blocking = 2;
title = "Trapgoyle (Down)";
sprite = "GARGA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1503
{
arrow = 1;
blocking = 2;
title = "Trapgoyle (Long)";
sprite = "GARGA1";
width = 16;
height = 40;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1504
{
title = "ATZ Target";
sprite = "RCRYB0";
width = 24;
height = 32;
}
}
dreamhill
{
color = 10; // Green
title = "Dream Hill";
1600
{
title = "Spring Tree";
sprite = "TRE6A0";
width = 16;
height = 32;
}
1601
{
title = "Shleep";
sprite = "SHLPA0";
width = 24;
height = 32;
}
1602
{
title = "Pian";
sprite = "NTPNALAR";
width = 16;
height = 32;
}
}
nightstrk
{
color = 13; // Pink
title = "NiGHTS Track";
width = 8;
height = 4096;
sprite = "UNKNA0";
1700
{
title = "Axis";
sprite = "internal:axis1";
circle = 1;
unflippable = true;
ignoreZ = true;
flagsvaluetext = "Order";
angletext = "Radius/Direction";
parametertext = "Mare";
}
1701
{
title = "Axis Transfer";
sprite = "internal:axis2";
unflippable = true;
ignoreZ = true;
flagsvaluetext = "Order";
parametertext = "Mare";
}
1702
{
title = "Axis Transfer Line";
sprite = "internal:axis3";
unflippable = true;
ignoreZ = true;
flagsvaluetext = "Order";
parametertext = "Mare";
}
1710
{
title = "Ideya Capture";
sprite = "CAPSA0";
width = 72;
height = 144;
angletext = "Rings";
parametertext = "Mare";
}
}
nights
{
color = 13; // Pink
title = "NiGHTS Items";
width = 16;
height = 32;
1703
{
title = "Ideya Drone";
sprite = "NDRNA1";
width = 16;
height = 56;
flags1text = "[1] Align player to middle";
flags4text = "[4] Align player to top";
flags8text = "[8] Die upon time up";
angletext = "Time limit";
parametertext = "Height";
}
1704
{
arrow = 1;
title = "NiGHTS Bumper";
sprite = "NBMPG3G7";
width = 32;
height = 64;
unflippable = true;
flagsvaluetext = "Pitch";
angletext = "Yaw";
}
1705
{
arrow = 1;
title = "Hoop (Generic)";
sprite = "HOOPA0";
width = 80;
height = 160;
unflippable = true;
centerHitbox = true;
flagsvaluetext = "Height";
angletext = "Pitch/Yaw";
}
1706
{
title = "Blue Sphere";
sprite = "SPHRA0";
width = 16;
height = 24;
flags8height = 24;
flags8text = "[8] Float";
unflippable = true;
}
1707
{
title = "Super Paraloop";
sprite = "NPRUA0";
flags4text = "[4] Bonus time only";
flags8text = "[8] Spawn immediately";
}
1708
{
title = "Drill Refill";
sprite = "NPRUB0";
flags4text = "[4] Bonus time only";
flags8text = "[8] Spawn immediately";
}
1709
{
title = "Nightopian Helper";
sprite = "NPRUC0";
flags4text = "[4] Bonus time only";
flags8text = "[8] Spawn immediately";
}
1711
{
title = "Extra Time";
sprite = "NPRUD0";
flags4text = "[4] Bonus time only";
flags8text = "[8] Spawn immediately";
}
1712
{
title = "Link Freeze";
sprite = "NPRUE0";
flags4text = "[4] Bonus time only";
flags8text = "[8] Spawn immediately";
}
1713
{
arrow = 1;
title = "Hoop (Customizable)";
flags1text = "[1] Radius +16";
flags2text = "[2] Radius +32";
flags4text = "[4] Radius +64";
flags8text = "[8] Radius +128";
sprite = "HOOPA0";
width = 80;
height = 160;
unflippable = true;
centerHitbox = true;
}
1714
{
title = "Ideya Anchor Point";
sprite = "internal:axis1";
width = 8;
height = 16;
parametertext = "Ideya";
}
}
mario
{
color = 6; // Brown
title = "Mario";
1800
{
title = "Coin";
sprite = "COINA0";
width = 16;
height = 24;
flags8height = 24;
flags8text = "[8] Float";
}
1801
{
arrow = 1;
title = "Goomba";
sprite = "GOOMA0";
width = 24;
height = 32;
}
1802
{
arrow = 1;
title = "Goomba (Blue)";
sprite = "BGOMA0";
width = 24;
height = 32;
}
1803
{
title = "Fire Flower";
sprite = "FFWRB0";
width = 16;
height = 32;
}
1804
{
title = "Koopa Shell";
sprite = "SHLLA1";
width = 16;
height = 20;
}
1805
{
title = "Puma (Jumping Fireball)";
sprite = "PUMAA0";
width = 8;
height = 16;
angletext = "Jump strength";
}
1806
{
title = "King Bowser";
sprite = "KOOPA0";
width = 16;
height = 48;
}
1807
{
title = "Axe";
sprite = "MAXEA0";
width = 8;
height = 16;
}
1808
{
title = "Bush (Short)";
sprite = "MUS1A0";
width = 16;
height = 32;
}
1809
{
title = "Bush (Tall)";
sprite = "MUS2A0";
width = 16;
height = 32;
}
1810
{
title = "Toad";
sprite = "TOADA0";
width = 8;
height = 32;
}
}
christmasdisco
{
color = 10; // Green
title = "Christmas & Disco";
1850
{
title = "Christmas Pole";
sprite = "XMS1A0";
width = 16;
height = 40;
}
1851
{
title = "Candy Cane";
sprite = "XMS2A0";
width = 8;
height = 32;
}
1852
{
blocking = 2;
title = "Snowman";
sprite = "XMS3A0";
width = 16;
height = 64;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1853
{
blocking = 2;
title = "Snowman (With Hat)";
sprite = "XMS3B0";
width = 16;
height = 80;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
1854
{
title = "Lamp Post";
sprite = "XMS4A0";
width = 8;
height = 120;
}
1855
{
title = "Lamp Post (Snow)";
sprite = "XMS4B0";
width = 8;
height = 120;
}
1856
{
title = "Hanging Star";
sprite = "XMS5A0";
width = 4;
height = 80;
hangs = 1;
}
1857
{
title = "Berry Bush (Snow)";
sprite = "BUS1B0";
width = 16;
height = 32;
}
1858
{
title = "Bush (Snow)";
sprite = "BUS2B0";
width = 16;
height = 32;
}
1859
{
title = "Blueberry Bush (Snow)";
sprite = "BUS3B0";
width = 16;
height = 32;
}
1875
{
title = "Disco Ball";
sprite = "DBALA0";
width = 16;
height = 54;
hangs = 1;
}
1876
{
arrow = 1;
blocking = 2;
title = "Eggman Disco Statue";
sprite = "ESTAB1";
width = 20;
height = 96;
flags4text = "[4] Slides when pushed";
flags8text = "[8] Not pushable";
}
}
stalagmites
{
color = 10; // Green
title = "Stalagmites";
width = 16;
height = 40;
1900
{
title = "Brown Stalagmite (Tall)";
sprite = "STLGA0";
width = 16;
height = 40;
}
1901
{
title = "Brown Stalagmite";
sprite = "STLGB0";
width = 16;
height = 40;
}
1902
{
title = "Orange Stalagmite (Tall)";
sprite = "STLGC0";
width = 16;
height = 40;
}
1903
{
title = "Orange Stalagmite";
sprite = "STLGD0";
width = 16;
height = 40;
}
1904
{
title = "Red Stalagmite (Tall)";
sprite = "STLGE0";
width = 16;
height = 40;
}
1905
{
title = "Red Stalagmite";
sprite = "STLGF0";
width = 16;
height = 40;
}
1906
{
title = "Gray Stalagmite (Tall)";
sprite = "STLGG0";
width = 24;
height = 96;
}
1907
{
title = "Gray Stalagmite";
sprite = "STLGH0";
width = 16;
height = 40;
}
1908
{
title = "Blue Stalagmite (Tall)";
sprite = "STLGI0";
width = 16;
height = 40;
}
1909
{
title = "Blue Stalagmite";
sprite = "STLGJ0";
width = 16;
height = 40;
}
}
hauntedheights
{
color = 10; // Green
title = "Haunted Heights";
2000
{
title = "Smashing Spikeball";
sprite = "FMCEA0";
width = 18;
height = 28;
angletext = "Initial delay";
}
2001
{
title = "HHZ Grass";
sprite = "HHZMA0";
width = 16;
height = 40;
}
2002
{
title = "HHZ Tentacle 1";
sprite = "HHZMB0";
width = 16;
height = 40;
}
2003
{
title = "HHZ Tentacle 2";
sprite = "HHZMC0";
width = 16;
height = 40;
}
2004
{
title = "HHZ Stalagmite (Tall)";
sprite = "HHZME0";
width = 16;
height = 40;
}
2005
{
title = "HHZ Stalagmite (Short)";
sprite = "HHZMF0";
width = 16;
height = 40;
}
2006
{
title = "Jack-o'-lantern 1";
sprite = "PUMKA0";
width = 16;
height = 40;
flags1text = "Don't flicker";
}
2007
{
title = "Jack-o'-lantern 2";
sprite = "PUMKB0";
width = 16;
height = 40;
flags1text = "Don't flicker";
}
2008
{
title = "Jack-o'-lantern 3";
sprite = "PUMKC0";
width = 16;
height = 40;
flags1text = "Don't flicker";
}
2009
{
title = "Purple Mushroom";
sprite = "SHRMD0";
width = 16;
height = 48;
}
2010
{
title = "HHZ Tree";
sprite = "HHPLC0";
width = 12;
height = 40;
}
}
frozenhillside
{
color = 10; // Green
title = "Frozen Hillside";
2100
{
title = "Ice Shard (Small)";
sprite = "FHZIA0";
width = 8;
height = 32;
}
2101
{
title = "Ice Shard (Large)";
sprite = "FHZIB0";
width = 8;
height = 32;
}
2102
{
title = "Crystal Tree (Aqua)";
sprite = "TRE3A0";
width = 20;
height = 200;
}
2103
{
title = "Crystal Tree (Pink)";
sprite = "TRE3B0";
width = 20;
height = 200;
}
2104
{
title = "Amy Cameo";
sprite = "ROSYA1";
width = 16;
height = 48;
flags1text = "[1] Grayscale mode";
}
2105
{
title = "Mistletoe";
sprite = "XMS6A0";
width = 52;
height = 106;
}
}
flickies
{
color = 10; // Green
title = "Flickies";
width = 8;
height = 20;
flags1text = "[1] Move aimlessly";
flags4text = "[4] No movement";
flags8text = "[8] Hop";
angletext = "Radius";
2200
{
title = "Bluebird";
sprite = "FL01A1";
}
2201
{
title = "Rabbit";
sprite = "FL02A1";
}
2202
{
title = "Chicken";
sprite = "FL03A1";
}
2203
{
title = "Seal";
sprite = "FL04A1";
}
2204
{
title = "Pig";
sprite = "FL05A1";
}
2205
{
title = "Chipmunk";
sprite = "FL06A1";
}
2206
{
title = "Penguin";
sprite = "FL07A1";
}
2207
{
title = "Fish";
sprite = "FL08A1";
parametertext = "Color";
}
2208
{
title = "Ram";
sprite = "FL09A1";
}
2209
{
title = "Puffin";
sprite = "FL10A1";
}
2210
{
title = "Cow";
sprite = "FL11A1";
}
2211
{
title = "Rat";
sprite = "FL12A1";
}
2212
{
title = "Bear";
sprite = "FL13A1";
}
2213
{
title = "Dove";
sprite = "FL14A1";
}
2214
{
title = "Cat";
sprite = "FL15A1";
}
2215
{
title = "Canary";
sprite = "FL16A1";
}
2216
{
title = "Spider";
sprite = "FS01A1";
}
2217
{
title = "Bat";
sprite = "FS02A0";
}
}
}
//Default things filters
thingsfilters
{
filter0
{
name = "Player starts";
category = "starts";
type = -1;
}
filter1
{
name = "Enemies";
category = "enemies";
type = -1;
}
filter2
{
name = "NiGHTS Track";
category = "nightstrk";
type = -1;
}
filter3
{
name = "Normal Gravity";
category = "";
type = -1;
fields
{
2 = false;
}
}
filter4
{
name = "Reverse Gravity";
category = "";
type = -1;
fields
{
2 = true;
}
}
}