mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2024-11-22 04:21:23 +00:00
577 lines
21 KiB
Text
577 lines
21 KiB
Text
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; Defines general parameters of the game for which wadfiles are intended.
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;
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; Name textual name for internal use
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; IWAD standard 8.3 base name and extension of main wadfile
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; NewMap default name for new map -- dictates format for all maps
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; Directory directory in which main wadfile (and game files) reside
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; Run command to execute (from the directory) for running a map
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[WadGame]
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Name=Sonic Robo Blast 2
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IWAD=srb2.srb
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NewMap=MAP01
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Directory=C:\Documents and Settings\Ben\My Documents\srb2
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Run=fd\srb2win.exe -file $_Wadfile -warp $_Wadmap
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; Defines parameters of the default sector motif created when no motif
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; file can be located at startup.
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[Default.Sector]
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Above=GFZROCK
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Main=GFZROCK
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Below=GFZROCK
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Ceiling=F_SKY1
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Floor=FLOOR0_6
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CeilingHeight=4096
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FloorHeight=0
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Lighting=255
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; Defines parameters of the default door motif created when no motif
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; file can be located at startup.
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[Default.Door]
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Base=FLAT1
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Door=BIGDOOR2
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Track=DOORTRAK
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Type=1
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; Defines parameters of the default stair motif created when no motif
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; file can be located at startup.
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[Default.Stair]
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FloorRunner=GFZROCK
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CeilingRunner=GFZROCK
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Stairwell=GFZROCK
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FloorInc=8
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CeilingInc=0
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LightingInc=0
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; ID used to classify things
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; Flags supplies some additional information:
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; 0x0001 - indicate thing facing angle
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; Red red value for drawing things of said class
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; Green green value for drawing things of said class
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; Blue blue value for drawing things of said class
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; Name textual description of class
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[Things.Classes]
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0x001 0x0001 255 255 255 Starts
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0x002 0x0000 192 0 224 Emeralds
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0x003 0x0001 255 0 0 Enemies
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0x004 0x0000 255 192 0 Nights Things
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0x005 0x0000 0 192 192 Power-Up Monitors
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0x006 0x0000 192 0 224 Misc.
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0x007 0x0000 192 192 192 Scenery
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0x008 0x0000 255 255 0 Mario
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0x009 0x0000 255 192 224 Christmas
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0x00b 0x0000 0 0 255 Rings
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0x00c 0x0000 0 224 0 Springs and Such
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; ID used to uniquely identify things in a map
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; Class classification (defined above section)
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; Size approximate thing size (in map units)
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; Sprite name of the sprite to use for display purposes
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; Name textual description of thing
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[Things.Types]
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0x001 1 32 suptd0 Player 01 Start
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0x002 1 32 suptd0 Player 02 Start
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0x003 1 32 suptd0 Player 03 Start
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0x004 1 32 suptd0 Player 04 Start
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0xfa1 1 32 suptd0 Player 05 Start
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0xfa2 1 32 suptd0 Player 06 Start
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0xfa3 1 32 suptd0 Player 07 Start
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0xfa4 1 32 suptd0 Player 08 Start
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0xfa5 1 32 suptd0 Player 09 Start
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0xfa6 1 32 suptd0 Player 10 Start
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0xfa7 1 32 suptd0 Player 11 Start
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0xfa8 1 32 suptd0 Player 12 Start
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0xfa9 1 32 suptd0 Player 13 Start
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0xfaa 1 32 suptd0 Player 14 Start
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0xfab 1 32 suptd0 Player 15 Start
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0xfac 1 32 suptd0 Player 16 Start
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0xfad 1 32 suptd0 Player 17 Start
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0xfae 1 32 suptd0 Player 18 Start
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0xfaf 1 32 suptd0 Player 19 Start
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0xfb0 1 32 suptd0 Player 20 Start
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0xfb1 1 32 suptd0 Player 21 Start
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0xfb2 1 32 suptd0 Player 22 Start
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0xfb3 1 32 suptd0 Player 23 Start
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0xfb4 1 32 suptd0 Player 24 Start
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0xfb5 1 32 suptd0 Player 25 Start
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0xfb6 1 32 suptd0 Player 26 Start
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0xfb7 1 32 suptd0 Player 27 Start
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0xfb8 1 32 suptd0 Player 28 Start
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0xfb9 1 32 suptd0 Player 29 Start
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0xfba 1 32 suptd0 Player 30 Start
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0xfbb 1 32 suptd0 Player 31 Start
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0xfbc 1 32 suptd0 Player 32 Start
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0x057 1 32 suptd0 CTF Team Start (Red)
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0x059 1 32 suptd0 CTF Team Start (Blue)
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0x00b 1 32 suptd0 Deathmatch Start
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0x1a4 2 20 cemga0 Emerald 1 (Green)
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0x1a5 2 20 cemoa0 Emerald 2 (Orange)
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0x1a6 2 20 cempa0 Emerald 3 (Pink)
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0x1a7 2 20 cemba0 Emerald 4 (Blue)
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0x1a8 2 20 cemra0 Emerald 5 (Red)
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0x1a9 2 20 cemla0 Emerald 6 (Light Blue)
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0x1aa 2 20 cemga0 Emerald 7 (Grey)
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0x1ab 2 20 cemka0 Emerald 8 (Master)
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0x009 3 40 sposa1 Crawla (Red)
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0xbbc 3 40 possa1 Crawla (Blue)
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0x02a 3 40 tfogi0 Pop-up Turret
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0xbbd 3 40 jetba1 Jetty-Syn Bomber
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0x016 3 40 jetga1 Jetty-Syn Gunner
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0x03a 3 40 fisha0 Stupid Dumb Unnamed Robofish (tm)
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0x047 3 40 detna1 Deton
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0x038 3 40 skima0 Skim
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0x7d4 3 40 treta1 THZ Turret
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0x010 3 80 eggma1 Egg Mobile (Boss 1)
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0x7d8 3 80 eggna1 Egg Slimer (Boss 2)
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0x015 3 40 ccoma1 Crawla Commander
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0x008 3 40 tfogi0 Chaos Mode Enemy Spawn
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0x138d 3 40 buzza0 Gold Buzz
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0x138e 3 40 rbuza0 Red Buzz
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0x034 4 20 dissa0 1024 Axis
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0x035 4 20 dissa0 512 Axis
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0x03b 4 20 dissa0 2048 Axis
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0x03e 4 20 dissa0 1024 Axis (Inverted)
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0x00f 4 20 dissa0 512 Axis (Inverted)
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0x02d 4 20 dissa0 2048 Axis (Inverted)
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0x03d 4 20 dissa0 Axis Transfer
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0x02e 4 20 dissa0 Axis Transfer Closest
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0x037 4 20 dissa0 Axis Transfer LastToFirst
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0x03c 4 20 ndrna1 Ideya Drone
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0x039 4 20 hoopa0 Hoop
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0x02f 4 20 bon1a0 Circle of Rings
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0x7d7 4 20 bon1a0 Circle of Rings (Big)
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0x800 4 20 nwnga0 Circle of Wing Logos
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0x7da 4 20 nwnga0 Circle of Wing Logos (Big)
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0x7fe 4 20 nwnga0 Circle of Rings and Wings
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0x7ff 4 20 nwnga0 Circle of Rings and Wings (Big)
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0x025 4 20 nwnga0 Wing Logo
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0x052 4 20 dissa0 Axis Transfer Condition
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0x055 4 20 dissa0 Axis Transfer Condition 2
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0xbbf 4 20 npraa0 Super Loop
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0xbc0 4 20 nprba0 Drill Refill
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0xbc1 4 20 nprca0 Helper
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0x019 5 20 shtva0 Super Sneakers
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0x023 5 20 whtva0 Whirlwind Shield
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0x029 5 20 prupa0 Extra Life
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0x030 5 20 yltva0 Attraction Shield
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0x7d2 5 20 rdtva0 Inferno Shield
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0x7e2 5 20 bktva0 Armageddon Shield
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0x7e6 5 20 pinva0 Invincibility
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0x7ec 5 20 bltva0 Liquid Shield
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0x7db 5 20 srbxa0 Super Ring (10 Rings)
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0x7dc 5 20 grbxa0 Silver Ring (25 Rings)
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0x04e 5 20 mixua0 Teleporter
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0x7d5 5 20 eggba0 Eggman
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0xbb8 5 20 quesa0 Random
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0x01f 6 20 rflga0 CTF Flag (Red)
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0x022 6 20 bflga0 CTF Flag (Blue)
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0x7dd 6 20 tokea0 Special Stage Token
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0x056 6 20 signd0 End Level Sign
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0x021 6 20 bubla0 Air Bubble Patch
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0x040 6 20 emera0 Emerald Hunt Location 1
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0xbba 6 20 emera0 Emerald Hunt Location 2
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0xbb9 6 20 emera0 Emerald Hunt Location 3
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0xbbe 6 20 stpta0 Star Post
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0x1389 6 20 ppsha0 Push
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0x138a 6 20 pplla0 Pull
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0x138b 6 20 dissa0 Teleport Destination
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0x138f 6 20 dissa0 Cut-Away View
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0x043 6 20 dspka0 Ceiling Spike
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0x044 6 20 uspka0 Floor Spike
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0x017 6 20 spika0 Spikeball (Special Stage)
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0x011 6 20 dissa0 Boss Flypoint
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0x012 6 20 dissa0 Zoom Tube Waypoint
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0x801 6 20 dissa0 Egg Capsule Center
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0x033 6 20 lasra0 Laser
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0x024 7 20 fwr1b0 GFZ Flower (Normal)
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0x046 7 20 fwr2a0 GFZ Sunflower
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0x049 7 20 fwr3a0 GFZ Budding Flower
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0x04a 7 20 bus1a0 Berry Bush
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0x04b 7 20 bus2a0 Bush
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0x7f3 7 20 thzpa0 THZ Flower
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0x00d 7 20 xms2a0 Palm Tree
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0x051 7 20 garga1 Gargoyle
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;wtraa0 through wtrha0 are empty sprites, formerly used for the below
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0x7ea 7 20 dumba0 Ambient Water SFX 1A (Large)
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0x7e8 7 20 dumba0 Ambient Water SFX 1B (Large)
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0x7e7 7 20 dumba0 Ambient Water SFX 2A (Medium)
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0x7fd 7 20 dumba0 Ambient Water SFX 2B (Medium)
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0x053 7 20 dumba0 Ambient Water SFX 3A (Small)
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0x7e3 7 20 dumba0 Ambient Water SFX 3B (Small)
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0x7e9 7 20 dumba0 Ambient Water SFX 4A (Extra Large)
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0x01b 7 20 dumba0 Ambient Water SFX 4B (Extra Large)
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0x00e 7 20 dumba0 Random Ambience 1
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0x02b 7 20 dumba0 Random Ambience 2
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0x031 7 20 chana0 Hanging Chain
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0x7d6 7 20 alrma0 THZ Alarm
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0x7d1 7 20 fwr4a0 CEZ Flower
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0x018 7 20 flama0 CEZ Torch
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0x7d3 7 20 dissa0 Light Source (MAP92)
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0x2710 8 20 gooma0 Overworld Goomba
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0x2711 8 20 bgoma0 Underworld Goomba
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0x2712 8 20 mus1a0 Bush (Short)
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0x2713 8 20 mus2a0 Bush (Tall)
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0x2714 8 20 toada0 Toad
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0x2715 8 20 coina0 Coin
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0x013 8 20 koopa0 King Bowser
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0x00a 8 20 shlla0 Koopa Shell
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0x00c 8 20 maxea0 Axe
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0x032 8 20 ffwra0 Fire Flower
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0x01d 8 20 pumaa0 Puma (Mario Fireball)
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0x005 9 20 xms1a0 Pole
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0x006 9 20 xms3a0 Snowman
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0x00d 9 20 xms2a0 Candy Cane
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0x054 11 20 bon1a0 5 Vertical Rings (Yellow Spring)
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0x02c 11 20 bon1a0 5 Vertical Rings (Red Spring)
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0x04c 11 20 bon1a0 5 Diagonal Rings (Yellow Spring)
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0x04d 11 20 bon1a0 10 Diagonal Rings (Red Spring)
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0x7de 11 20 bon1a0 Ring
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0x045 11 20 homra0 Homing Ring
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0xbbb 11 20 raila0 Rail Ring
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0x01a 11 20 autra0 Automatic Ring
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0x036 11 20 bomra0 Explosion Ring
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0x050 11 20 infra0 Infinity Ring
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0x138c 12 20 sprba0 Blue Spring
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0x01c 12 20 sprya0 Yellow Spring (Up)
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0x04f 12 20 sprra0 Red Spring (Up)
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0x7df 12 20 yspra1 Yellow Spring (Diagonal Up)
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0x026 12 20 rspra1 Red Spring (Diagonal Up)
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0x014 12 20 ysuda1 Yellow Spring (Diagonal Down)
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0x027 12 20 rsuda1 Red Spring (Diagonal Down)
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0x041 12 20 sudya0 Yellow Spring (Down)
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0x042 12 20 sudra0 Red Spring (Down)
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0x01e 12 20 stemd0 THZ Gas Jet
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0x020 12 20 fansa0 THZ Fan
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; ID used to classify linedefs
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; Name textual description of class
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;
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; Note: When converting a sector to a door, the linedef types
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; available are those in class number two.
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[LineDefs.Classes]
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0x001 *Important
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0x002 Floor Over Floor
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0x003 Linedef Executor
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0x004 Plane Movement
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0x005 Lighting
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0x006 Scroll Effects
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0x007 Pushers
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0x008 Miscellaneous
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; ID
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; class
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; codes
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; n does NOT require a tag number
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; W walk-over activation
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; S switch (triggered by player use)
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; G gunfire (pistol, shotgun, chaingun) cross or hit line
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; 1 the line may be activated once only
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; R potentially repeatable activation
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; & affected sectors locked out from further changes
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; m monster actions can activate the line's effect
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; speed
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; (slow=1, medium = 2, fast = 3, turbo = 4)
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; time
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; texture changes
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; description
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[LineDefs.Types]
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; Commonly used types
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0x019 1 - - - - Floor Over Floor: Solid, Opaque, Shadowcasting
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0x02d 1 - - - - Floor Over Floor: Water, Translucent
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0x010 1 - - - - Colormap
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0x001 2 - - - - Crumbling (No Respawn), Floating, Bobbing
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0x002 4 - - - - Continuous Floor/Ceiling Mover
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0x003 4 - - - - Continuous Floor Mover
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0x004 4 - - - - Continuous Ceiling Mover
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0x005 5 - - - - Ceiling Lighting
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0x006 4 - - - - Continuous Two-Speed Floor/Ceiling Mover
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0x007 4 - - - - Continuous Two-Speed Floor Mover
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0x008 4 - - - - Continuous Two-Speed Ceiling Mover
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0x009 3 - - - - Trigger Linedef Executor (Race Only, Once)
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0x00a 3 - - - - Trigger Linedef Executor (CTF Red Team, Continuous)
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0x00b 3 - - - - Trigger Linedef Executor (CTF Red Team, Each Time)
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0x00c 3 - - - - Trigger Linedef Executor (CTF Blue Team, Continuous)
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0x00d 3 - - - - Trigger Linedef Executor (CTF Blue Team, Each Time)
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0x00f 3 - - - - Trigger Linedef Executor (No More Enemies, Once)
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0x010 5 - - - - Colormap
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0x012 8 - - - - Zoom Tube Parameters
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0x013 3 - - - - Trigger Linedef Executor (Character Ability, Continuous)
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0x014 3 - - - - Trigger Linedef Executor (Character Ability, Each Time)
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0x015 3 - - - - Trigger Linedef Executor (Character Ability, Once)
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0x018 4 - - - - Instant Ceiling Raise
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0x019 2 - - - - Solid, Opaque, Shadowcasting
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0x01a 4 - - - - Instant Floor Lower
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0x021 2 - - - - Solid, Opaque, Non-Shadowcasting
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0x022 2 - - - - Floating, Bobbing
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0x023 2 - - - - Crumbling (No Respawn)
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0x024 2 - - - - Crumbling (Respawn)
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0x025 2 - - - - Crumbling (Respawn), Floating
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0x026 2 - - - - Bobbing (Air)
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0x027 2 - - - - Crumbling (Respawn), Floating, Bobbing
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0x028 2 - - - - Crumbling (Respawn), Bobbing (Air)
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0x029 2 - - - - Mario Block
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0x02a 2 - - - - Crumbling (No Respawn), Floating
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0x02b 4 - - - - Crusher 1 (Ceiling to Floor)
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0x02c 2 - - - - Solid, Translucent
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0x02d 2 - - - - Water, Translucent
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0x02e 2 - - - - Fog Block
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0x02f 2 - - - - Half Light Block
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0x030 2 - - - - Water, Opaque
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0x031 2 - - - - Light Block
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0x032 4 - - - - Crusher 2 (Floor to Ceiling)
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0x033 2 - - - - Solid, No Sides
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0x034 2 - - - - Intangible, Translucent
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0x035 2 - - - - Laser Block
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0x036 2 - - - - Thwomp Block
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0x037 2 - - - - Bustable Block
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0x038 2 - - - - Quicksand Block
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0x039 2 - - - - Solid, Invisible
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0x03a 2 - - - - Intangible, Invisible
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0x03b 2 - - - - Intangible from Bottom, Opaque
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0x03c 5 - - - - Adjustable Pulsating Light
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0x03d 5 - - - - Adjustable Flickering Light
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0x03e 2 - - - - Intangible, Opaque
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0x03f 8 - - - - Camera Scanner
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0x040 8 - - - - Per-Sector Gravity
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0x041 8 - - - - Speed Pad
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0x042 8 - - - - Flat Alignment
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0x043 2 - - - - Intangible, Sides Only
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0x044 2 - - - - Adjustable Bobbing (Air)
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0x045 2 - - - - Solid, Sides Only
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0x046 8 - - - - Ideya Time Modifier
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0x047 8 - - - - Custom Exit
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0x048 2 - - - - Reverse Adjustable Bobbing (Air)
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0x049 8 - - - - Disable Linedef
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0x04a 2 - - - - Water, Translucent, No Sides
|
||
|
0x04b 2 - - - - Water, Opaque, No Sides
|
||
|
0x04c 2 - - - - Shatter Block
|
||
|
0x04d 2 - - - - Intangible from Bottom, Translucent, No Sides
|
||
|
0x04e 2 - - - - Spin Bust Block
|
||
|
0x04f 2 - - - - Crumbling (Respawn)
|
||
|
0x050 2 - - - - Crumbling (No Respawn)
|
||
|
0x051 2 - - - - Intangible from Bottom, Translucent
|
||
|
0x052 2 - - - - Intangible from Bottom, Crumbling (Respawn), Translucent
|
||
|
0x053 2 - - - - Intangible from Bottom, Crumbling (No Respawn), Translucent
|
||
|
0x054 2 - - - - Spin Bust Block, Translucent
|
||
|
0x055 6 - - - - Scroll Wall First Side Opposite Direction
|
||
|
0x056 2 - - - - Shatter Block, Translucent
|
||
|
0x057 2 - - - - Custom
|
||
|
0x058 4 - - - - Continuously Falling Sector
|
||
|
0x059 2 - - - - Rising, Solid, Opaque, Shadowcasting
|
||
|
0x05a 2 - - - - Rising, Solid, Opaque, Non-shadowcasting
|
||
|
0x05b 2 - - - - Rising, Solid, Translucent
|
||
|
0x05c 2 - - - - Rising, Intangible from Bottom, Opaque
|
||
|
0x05d 2 - - - - Rising, Intangible from Bottom, Translucent
|
||
|
0x05e 2 - - - - Rising, Solid, Invisible
|
||
|
0x05f 3 - - - - Trigger Linedef Executor (Ring Count, Continuous)
|
||
|
0x060 3 - - - - Trigger Linedef Executor (Continuous)
|
||
|
0x061 3 - - - - Trigger Linedef Executor (Each Time)
|
||
|
0x062 3 - - - - Trigger Linedef Executor (Once)
|
||
|
0x063 3 - - - - Trigger Linedef Executor (Ring Count, Once)
|
||
|
0x064 6 - - - - Scroll Wall First Side Left
|
||
|
0x065 3 - - - - Set Tagged Sector's Floor Height/Pic
|
||
|
0x066 3 - - - - Set Tagged Sector's Ceiling Height/Pic
|
||
|
0x067 3 - - - - Set Tagged Sector's Light Level
|
||
|
0x068 3 - - - - Teleport Player to Tagged Sector
|
||
|
0x069 3 - - - - Change Music
|
||
|
0x06a 3 - - - - Move Tagged Sector's Floor
|
||
|
0x06b 3 - - - - Move Tagged Sector's Ceiling
|
||
|
0x06c 3 - - - - Lower Floor by Line
|
||
|
0x06d 3 - - - - Raise Floor by Line
|
||
|
0x06e 3 - - - - Lower Ceiling by Line
|
||
|
0x06f 3 - - - - Raise Ceiling by Line
|
||
|
0x070 3 - - - - Change Tagged Sector's Tag
|
||
|
0x071 3 - - - - Run Script
|
||
|
0x072 3 - - - - Change Front Sector's Tag
|
||
|
0x073 3 - - - - Play SFX
|
||
|
0x074 3 - - - - Stop Plane Movement
|
||
|
0x075 3 - - - - Fade Light Level
|
||
|
0x076 3 - - - - Stop Lighting Effect
|
||
|
0x077 3 - - - - Start Adjustable Fire Flicker
|
||
|
0x078 3 - - - - Start Adjustable Glowing Light
|
||
|
0x079 3 - - - - Cut-Away View
|
||
|
0x07a 3 - - - - Stop Object
|
||
|
0x07b 3 - - - - Change Sky
|
||
|
0x07c 3 - - - - Change Weather
|
||
|
0x07d 3 - - - - Change Object State
|
||
|
0x07e 3 - - - - Stop Object
|
||
|
0x07f 3 - - - - Award Score
|
||
|
0x080 3 - - - - Start Platform Movement
|
||
|
0x081 3 - - - - Crush Ceiling Once
|
||
|
0x082 3 - - - - Crush Floor Once
|
||
|
0x083 3 - - - - Crush Floor And Ceiling Once
|
||
|
0x084 3 - - - - Enable/Disable 2D Mode
|
||
|
0x085 3 - - - - Enable/Disable Gravity Flip
|
||
|
0x086 3 - - - - Award Power-Up
|
||
|
0x087 3 - - - - Change Plane Scroller Direction
|
||
|
0x088 3 - - - - Shatter FOF
|
||
|
0x089 3 - - - - Disable Player Control
|
||
|
0x08a 3 - - - - Change Object Size
|
||
|
0x08b 3 - - - - Change Tagged Linedef Textures
|
||
|
0x08c 3 - - - - Start Metal Sonic Race
|
||
|
0x08d 3 - - - - Unlockable Trigger
|
||
|
0x08e 3 - - - - Change Object Type State
|
||
|
0x08f 3 - - - - Call Lua Function
|
||
|
0x090 3 - - - - Earthquake
|
||
|
0x096 3 - - - - Execute Linedef Executor (from tag)
|
||
|
0x097 3 - - - - Execute Linedef Executor (random range)
|
||
|
|
||
|
0x0c8 6 - - - - Disp Scroll Ceiling Texture and Carry Objects
|
||
|
0x0c9 6 - - - - Disp Carry Objects on Ceiling
|
||
|
0x0ca 6 - - - - Scroll Ceiling Texture and Carry Objects
|
||
|
0x0cb 6 - - - - Carry Objects on Ceiling
|
||
|
0x0cc 6 - - - - Acc Scroll Ceiling Texture and Carry Objects
|
||
|
0x0cd 6 - - - - Acc Carry Objects on Ceiling
|
||
|
|
||
|
0x0d5 5 - - - - Floor Lighting
|
||
|
0x0d6 6 - - - - Acc Scroll Ceiling Texture
|
||
|
0x0d7 6 - - - - Acc Scroll Floor Texture
|
||
|
0x0d8 6 - - - - Acc Carry Objects on Floor
|
||
|
0x0d9 6 - - - - Acc Scroll Floor Texture and Carry Objects
|
||
|
0x0da 6 - - - - Acc Scroll Wall According to Linedef
|
||
|
|
||
|
0x0df 8 - - - - Friction
|
||
|
0x0e0 7 - - - - Wind
|
||
|
0x0e1 7 - - - - Current
|
||
|
0x0e2 7 - - - - Boom Push/Pull Thing
|
||
|
0x0e3 7 - - - - Upwards Current
|
||
|
0x0e4 7 - - - - Downwards Current
|
||
|
0x0e5 7 - - - - Upwards Wind
|
||
|
0x0e6 7 - - - - Downwards Wind
|
||
|
|
||
|
0x0e8 4 - - - - Activate Floating Platform
|
||
|
0x0e9 4 - - - - Activate Floating Platform (Adjustable Speed)
|
||
|
|
||
|
0x0f2 8 - - - - Fake Floor
|
||
|
|
||
|
0x0f5 6 - - - - Disp Scroll Ceiling Texture
|
||
|
0x0f6 6 - - - - Disp Scroll Floor Texture
|
||
|
0x0f7 6 - - - - Disp Carry Objects on Floor
|
||
|
0x0f8 6 - - - - Disp Scroll Floor Texture and Carry Objects
|
||
|
0x0f9 6 - - - - Disp Scroll Wall According to Linedef
|
||
|
0x0fa 6 - - - - Scroll Ceiling Texture
|
||
|
0x0fb 6 - - - - Scroll Floor Texture
|
||
|
0x0fc 6 - - - - Carry Objects on Floor
|
||
|
0x0fd 6 - - - - Scroll Floor Texture and Carry Objects
|
||
|
0x0fe 6 - - - - Scroll Wall According to Linedef
|
||
|
0x0ff 6 - - - - Scroll Texture by Offsets
|
||
|
|
||
|
[Sectors.Types]
|
||
|
0x001 Blink (random)
|
||
|
0x002 Blink (1/2 second)
|
||
|
0x003 Blink (1 second)
|
||
|
0x004 Spikes
|
||
|
0x005 Death Pit (no camera modifications)
|
||
|
0x006 Space Countdown
|
||
|
0x007 Damage (Fire)
|
||
|
0x008 Light oscillates
|
||
|
0x009 Damage (Special Stage)
|
||
|
0x00a Instant Kill
|
||
|
0x00b Damage (Non-Elemental)
|
||
|
0x00c Blink (1 second synch)
|
||
|
0x00d Blink (1/2 second synch)
|
||
|
0x00e Bouncy Sector (FOF Control Only)
|
||
|
|
||
|
0x010 Death Pit (camera modifications)
|
||
|
0x011 Light flickers like fire
|
||
|
0x012 Damage (Electrical)
|
||
|
|
||
|
0x021 Special Stage Goal
|
||
|
|
||
|
0x100 Ice/Sludge
|
||
|
|
||
|
0x200 Wind/Current
|
||
|
|
||
|
0x207 Damage (Fire) and Current
|
||
|
|
||
|
0x29a Egg Trap Capsule
|
||
|
|
||
|
0x2b2 Button 1 (Open Door A/700 B/701)
|
||
|
0x2b3 Button 2 (Open Door A/702 B/703)
|
||
|
0x2b4 Button 3 (Open Door A/704 B/705)
|
||
|
0x2b5 Button 4 (Open Door A/706 B/707)
|
||
|
0x2b6 Button 5 (Open Door A/708 B/709)
|
||
|
0x2b7 Button 6 (Open Door A/710 B/711)
|
||
|
0x2b8 Button 7 (Open Door A/712 B/713)
|
||
|
0x2b9 Button 8 (Open Door A/714 B/715)
|
||
|
0x2ba Button 9 (Open Door A/716 B/717)
|
||
|
0x2bb Button 10 (Open Door A/718 B/719)
|
||
|
0x2bc Button 11 (Open Door A/720 B/721)
|
||
|
0x2bd Button 12 (Open Door A/722 B/723)
|
||
|
0x2be Button 13 (Open Door A/724 B/725)
|
||
|
0x2bf Button 14 (Open Door A/726 B/727)
|
||
|
0x2c0 Button 15 (Open Door A/728 B/729)
|
||
|
0x2c1 Button 16 (Open Door A/730 B/731)
|
||
|
0x2c2 Button 17 (Open Door A/732 B/733)
|
||
|
0x2c3 Button 18 (Open Door A/734 B/735)
|
||
|
0x2c4 Button 19 (Open Door A/736 B/737)
|
||
|
0x2c5 Button 20 (Open Door A/738 B/739)
|
||
|
0x2c6 Button 21 (THZ2 A/740 B/741 D/742)
|
||
|
0x2c7 Close Door Blazing (Tag 743)
|
||
|
|
||
|
0x300 Ice/Sludge and Wind/Current
|
||
|
|
||
|
0x3c7 Linedef Executor (Emerald Check)
|
||
|
0x3c8 Linedef Executor (NiGHTS Mare)
|
||
|
0x3c9 Super Sonic Transform
|
||
|
0x3ca Check 3DFloors for Linedef Executor
|
||
|
0x3cb Linedef Executor (Pushable Objects)
|
||
|
0x3cc Linedef Executor (No Floor Touch, All Players)
|
||
|
0x3cd Linedef Executor (Floor Touch, All Players)
|
||
|
0x3ce Linedef Executor (No Floor Touch)
|
||
|
0x3cf Linedef Executor (Floor Touch)
|
||
|
0x3d0 Speed Pad (No Spin)
|
||
|
0x3d1 Speed Pad (Spin)
|
||
|
0x3d2 Ring Drainer (Floor Touch)
|
||
|
0x3d3 Spinner
|
||
|
0x3d4 Ring Drainer (No Floor Touch)
|
||
|
0x3d5 Raise Ceiling to Highest (Tag 744)
|
||
|
0x3d6 Exit Sector
|
||
|
0x3d7 Damage (Water)
|
||
|
0x3d8 Damage (Water) and Current
|
||
|
0x3d9 Conveyor Belt
|
||
|
0x3da THZ2 Slime Raise (B/712 S/713 P/714 D/715 S/716)
|
||
|
0x3db No Tag Zone
|
||
|
0x3dc CTF - Red Team Base
|
||
|
0x3dd CTF - Blue Team Base
|
||
|
0x3de Special Stage (Floor=Time) (Ceiling=Rings)
|
||
|
0x3df Custom Gravity
|
||
|
0x3e0 Ramp Sector
|
||
|
0x3e1 Starpost Activator
|
||
|
0x3e2 Finish Line
|
||
|
|
||
|
0x3e4 Non-Ramp Sector
|
||
|
0x3e5 Fan Sector
|
||
|
0x3e6 Zoom Tube Start
|
||
|
0x3e7 Zoom Tube End
|
||
|
|
||
|
0x5dc Bustable Block Sprite ROIA
|
||
|
0x5dd Bustable Block Sprite ROIB
|
||
|
0x5de Bustable Block Sprite ROIC
|
||
|
0x5df Bustable Block Sprite ROID
|
||
|
0x5e0 Bustable Block Sprite ROIE
|
||
|
0x5e1 Bustable Block Sprite ROIF
|
||
|
0x5e2 Bustable Block Sprite ROIG
|
||
|
0x5e3 Bustable Block Sprite ROIH
|
||
|
0x5e4 Bustable Block Sprite ROII
|
||
|
0x5e5 Bustable Block Sprite ROIJ
|
||
|
0x5e6 Bustable Block Sprite ROIK
|
||
|
0x5e7 Bustable Block Sprite ROIL
|
||
|
0x5e8 Bustable Block Sprite ROIM
|
||
|
0x5e9 Bustable Block Sprite ROIN
|
||
|
0x5ea Bustable Block Sprite ROIO
|
||
|
0x5eb Bustable Block Sprite ROIP
|