// 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; } } } /* 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"; } } // 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 */ } }