UltimateZoneBuilder/Build/Configurations/Includes/Hexen_misc.cfg

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// Basic Hexen stuff.
skills
{
1 = "Squire / Altar boy / Apprentice";
2 = "Knight / Acolyte / Enchanter";
3 = "Warrior / Priest / Sorceror";
4 = "Berserker / Cardinal / Warlock";
5 = "Titan / Pope / Archimage";
}
linedefflags
{
512 = "Repeatable Action";
8192 = "Monster Activates";
32768 = "Block Everything";
}
thingflags
{
16 = "Dormant";
32 = "Fighter class";
64 = "Cleric class";
128 = "Mage class";
256 = "Singleplayer";
512 = "Cooperative";
1024 = "Deathmatch";
}
// Default flags for first new thing
defaultthingflags
{
32;
64;
128;
256;
512;
1024;
}
// Mask for the thing flags which indicates the options
// that make the same thing appear in the same modes
thingflagsmasks
{
thingflagsmask1 = 7; // 1 + 2 + 4
thingflagsmask2 = 1792; // 256 + 512 + 1024
}
// 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
{
512 = "repeatspecial";
1024 = "playeruse";
2048 = "monstercross";
3072 = "impact";
4096 = "playerpush";
5120 = "missilecross";
8192 = "monsteractivate";
32768 = "blockeverything";
}
// 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
{
16 = "dormant";
32 = "class1";
64 = "class2";
128 = "class3";
256 = "single";
512 = "coop";
1024 = "dm";
}
// Activations filter for Hexen type activations
// This filters the activation bits from the flags
// This is in its own structure for inclusion only,
// the actual value will end up in the document scope
linedefactivationsfilter
{
linedefactivationsfilter = 7168;
}
// LINEDEF ACTIVATIONS
// Make sure these are in order from lowest value to highest value
linedefactivations
{
0 = "Player walks over";
1024 = "Player presses Use";
2048 = "Monster walks over";
3072 = "Projectile hits";
4096 = "Player bumps";
5120 = "Projectile flies over";
}
// Default thing filters
// (these are not required, just usefull for new users)
thingsfilters
{
filter0
{
name = "Easy skill";
category = "";
type = -1;
fields
{
1 = true;
}
}
filter1
{
name = "Hard skill";
category = "";
type = -1;
fields
{
4 = true;
}
}
filter2
{
name = "Keys only";
category = "keys";
type = -1;
}
filter3
{
name = "Medium skill";
category = "";
type = -1;
fields
{
2 = true;
}
}
}
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/*
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.
*/
hexenmaplumpnames
{
~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 = true;
}
BLOCKMAP
{
required = false;
nodebuild = true;
allowempty = false;
}
BEHAVIOR
{
required = true;
nodebuild = false;
blindcopy = true;
}
SCRIPTS
{
required = false;
nodebuild = false;
script = "Hexen_ACS.cfg";
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}
}
// ENUMERATIONS
// These are enumerated lists for linedef types and UDMF fields.
enums
{
keys
{
0 = "None";
1 = "Steel key";
2 = "Cave key";
3 = "Axe key";
4 = "Fire key";
5 = "Emerald key";
6 = "Dungeon key";
7 = "Silver key";
8 = "Rusted key";
9 = "Horn key";
10 = "Swamp key";
11 = "Castle key";
100 = "Any key";
101 = "All keys";
102 = "Impossible";
}
spawnthing
{
0 = "None";
/*
T_NONE 0
T_CENTAUR 1
T_CENTAURLEADER 2
T_DEMON 3
T_ETTIN 4
T_FIREGARGOYLE 5
T_WATERLURKER 6
T_WATERLURKERLEADER 7
T_WRAITH 8
T_WRAITHBURIED 9
T_FIREBALL1 10
T_MANA1 11
T_MANA2 12
T_ITEMBOOTS 13
T_ITEMEGG 14
T_ITEMFLIGHT 15
T_ITEMSUMMON 16
T_ITEMTPORTOTHER 17
T_ITEMTELEPORT 18
T_BISHOP 19
T_ICEGOLEM 20
T_BRIDGE 21
T_DRAGONSKINBRACERS 22
T_ITEMHEALTHPOTION 23
T_ITEMHEALTHFLASK 24
T_ITEMHEALTHFULL 25
T_ITEMBOOSTMANA 26
T_FIGHTERAXE 27
T_FIGHTERHAMMER 28
T_FIGHTERSWORD1 29
T_FIGHTERSWORD2 30
T_FIGHTERSWORD3 31
T_CLERICSTAFF 32
T_CLERICHOLY1 33
T_CLERICHOLY2 34
T_CLERICHOLY3 35
T_MAGESHARDS 36
T_MAGESTAFF1 37
T_MAGESTAFF2 38
T_MAGESTAFF3 39
T_MORPHBLAST 40
T_ROCK1 41
T_ROCK2 42
T_ROCK3 43
T_DIRT1 44
T_DIRT2 45
T_DIRT3 46
T_DIRT4 47
T_DIRT5 48
T_DIRT6 49
T_ARROW 50
T_DART 51
T_POISONDART 52
T_RIPPERBALL 53
T_STAINEDGLASS1 54
T_STAINEDGLASS2 55
T_STAINEDGLASS3 56
T_STAINEDGLASS4 57
T_STAINEDGLASS5 58
T_STAINEDGLASS6 59
T_STAINEDGLASS7 60
T_STAINEDGLASS8 61
T_STAINEDGLASS9 62
T_STAINEDGLASS0 63
T_BLADE 64
T_ICESHARD 65
T_FLAME_SMALL 66
T_FLAME_LARGE 67
T_MESHARMOR 68
T_FALCONSHIELD 69
T_PLATINUMHELM 70
T_AMULETOFWARDING 71
T_ITEMFLECHETTE 72
T_ITEMTORCH 73
T_ITEMREPULSION 74
T_MANA3 75
T_PUZZSKULL 76
T_PUZZGEMBIG 77
T_PUZZGEMRED 78
T_PUZZGEMGREEN1 79
T_PUZZGEMGREEN2 80
T_PUZZGEMBLUE1 81
T_PUZZGEMBLUE2 82
T_PUZZBOOK1 83
T_PUZZBOOK2 84
T_METALKEY 85
T_SMALLMETALKEY 86
T_AXEKEY 87
T_FIREKEY 88
T_GREENKEY 89
T_MACEKEY 90
T_SILVERKEY 91
T_RUSTYKEY 92
T_HORNKEY 93
T_SERPENTKEY 94
T_WATERDRIP 95
T_TEMPSMALLFLAME 96
T_PERMSMALLFLAME 97
T_TEMPLARGEFLAME 98
T_PERMLARGEFLAME 99
T_DEMON_MASH 100
T_DEMON2_MASH 101
T_ETTIN_MASH 102
T_CENTAUR_MASH 103
T_THRUSTSPIKEUP 104
T_THRUSTSPIKEDOWN 105
T_FLESH_DRIP1 106
T_FLESH_DRIP2 107
T_SPARK_DRIP 108
*/
}
}