/*******************************************************\ Doom Builder Game Configuration for Strife \*******************************************************/ // This is required to prevent accedential use of a different configuration type = "Doom Builder 2 Game Configuration"; // This is the title to show for this game game = "Strife"; // The format interface handles the map data format formatinterface = "DoomMapSetIO"; // Special linedefs soundlinedefflags = 64; // See linedefflags singlesidedflags = 1; // See linedefflags doublesidedflags = 4; // See linedefflags // No generalized types generalizedlinedefs = false; generalizedsectors = false; // Engine specific features mixtexturesflats = false; defaulttexturescale = 1.0f; defaultflatscale = 1.0f; // Thing number for start position in 3D Mode start3dmode = 32000; // Load textures/flats by default from this file texturesfile = ""; // Default lump name for new map defaultlumpname = ""; // Default flags for first new thing defaulthingflags = 7; //1 + 2 + 4 /* 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. */ // Texture sources textures { } // 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"; } } /* TEXTURES AND FLATS FILTERING This allows you to filter textures and flats so that you only see the textures/flats listed that you prefer to use. The key name doesnt matter here, only the values. You can use the following wildcards in values to specify ranges: ? = Any character * = Zero or more characters # = Any numeric digit [abc...] = Any of these characters that are between brackets [!abc..] = Not any of these characters that are between brackets */ // List these textures... texturesfilter { all_textures = "*"; } // But do not list these textures... notexturesfilter { none = ""; } // List these flats... flatsfilter { all_flats = "*"; } // But do not list these flats... noflatsfilter { none = ""; } /* 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; E1M1 = 2; E1M2 = 2; E1M3 = 2; E1M4 = 2; E1M5 = 2; E1M6 = 2; E1M7 = 2; E1M8 = 2; E1M9 = 2; E2M1 = 2; E2M2 = 2; E2M3 = 2; E2M4 = 2; E2M5 = 2; E2M6 = 2; E2M7 = 2; E2M8 = 2; E2M9 = 2; E3M1 = 2; E3M2 = 2; E3M3 = 2; E3M4 = 2; E3M5 = 2; E3M6 = 2; E3M7 = 2; E3M8 = 2; E3M9 = 2; E4M1 = 2; E4M2 = 2; E4M3 = 2; E4M4 = 2; E4M5 = 2; E4M6 = 2; E4M7 = 2; E4M8 = 2; E4M9 = 2; MAP01 = 1; MAP02 = 1; MAP03 = 1; MAP04 = 1; MAP05 = 1; MAP06 = 1; MAP07 = 1; MAP08 = 1; MAP09 = 1; MAP10 = 1; MAP11 = 1; MAP12 = 1; MAP13 = 1; MAP14 = 1; MAP15 = 1; MAP16 = 1; MAP17 = 1; MAP18 = 1; MAP19 = 1; MAP20 = 1; MAP21 = 1; MAP22 = 1; MAP23 = 1; MAP24 = 1; MAP25 = 1; MAP26 = 1; MAP27 = 1; MAP28 = 1; MAP29 = 1; MAP30 = 1; MAP31 = 1; MAP32 = 1; MAP33 = 1; MAP34 = 1; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2; MAP41 = 2; } /* 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 = false; } } // DEFAULT SECTOR BRIGHTNESS LEVELS sectorbrightness { 255; 240; 224; 208; 192; 176; 160; 144; 128; 112; 96; 80; 64; 48; 32; 16; 0; } // SECTOR TYPES sectortypes { 0 = "Normal"; 1 = "Light Blinks off (randomly)"; 2 = "Light Blinks on (0.5 sec)"; 3 = "Light Blinks on (1 sec)"; 4 = "Damage -10 or 20% health and Light Blinks on (0.5 sec)"; 5 = "Damage -5 or 10% health"; 7 = "Damage -2 or 5% health"; 8 = "Light Glows (1+ sec)"; 9 = "Secret"; 10 = "Door Close Stay (after 30 sec)"; 11 = "Damage -10 or 20% health and End level"; 12 = "Light Blinks on (0.5 sec sync)"; 13 = "Light Blinks off (1 sec sync)"; 14 = "Door Open Stay (after 300 sec)"; 15 = "Instant Death"; 16 = "Damage -10 or 20% health"; 17 = "Light Flickers on/off (randomly)"; 18 = "Current Force, tag=dir&magnitude"; } // LINEDEF FLAGS linedefflags { 1 = "Impassible"; 2 = "Block Monster"; 4 = "Double Sided"; 8 = "Upper Unpegged"; 16 = "Lower Unpegged"; 32 = "Secret"; 64 = "Block Sound"; 128 = "Hidden"; 256 = "Shown"; 512 = "Unknown (512)"; 1024 = "Unknown (1024)"; 2048 = "Unknown (2048)"; 4096 = "Translucent"; } // LINEDEF ACTIVATIONS linedefactivations { } // LINEDEF TYPES // [type] [category] [description] // i know this should be done the same way as the things types, // but hey, are you willing to reformat the linedef types for each config? linedeftypes { 0 = " None"; 1 = "DR Door Open Wait Close (also monsters)"; 2 = "W1 Door Open Stay"; 3 = "W1 Door Close Stay"; 4 = "W1 Door Open Wait Close"; 5 = "W1 Floor Raise to Lowest Ceiling"; 6 = "W1 Crusher Start with Fast Damage"; 7 = "S1 Stairs Raise by 8"; 8 = "W1 Stairs Raise by 8"; 9 = "S1 Floor Raise Donut (changes texture)"; 10 = "W1 Lift Lower Wait Raise"; 11 = "S1 Exit Level (tag = map to go to)"; 12 = "W1 Light Change to Brightest Adjacent"; 13 = "W1 Light Change to Brightest"; 14 = "S1 Floor Raise by 32 (changes texture)"; 15 = "S1 Floor Raise by 24 (changes texture)"; 16 = "W1 Door Close Wait Open"; 17 = "W1 Light Start Blinking"; 18 = "S1 Floor Raise to Next Higher Floor"; 19 = "W1 Floor Lower to Highest Floor"; 20 = "S1 Floor Raise to Next Higher Floor (changes texture)"; 21 = "S1 Lift Lower Wait Raise"; 22 = "W1 Floor Raise to Next Higher Floor (changes texture)"; 23 = "S1 Floor Lower to Lowest Floor"; 24 = "G1 Floor Raise to Lowest Ceiling"; 25 = "W1 Crusher Start with Slow Damage"; 29 = "S1 Door Open Wait Close"; 30 = "W1 Floor Raise by Shortest Lower Texture"; 31 = "D1 Door Open Stay"; 35 = "W1 Light Change to Darkest"; 36 = "W1 Floor Lower to 8 above Highest Floor"; 37 = "W1 Floor Lower to Lowest Floor (changes texture)"; 38 = "W1 Floor Lower to Lowest Floor"; 39 = "W1 Teleport"; 41 = "S1 Ceiling Lower to Floor"; 42 = "SR Door Close Stay"; 43 = "SR Ceiling Lower to Floor"; 44 = "W1 Ceiling Lower to 8 above Floor"; 45 = "SR Floor Lower to Highest Floor"; 46 = "GR Door Open Stay"; 47 = "G1 Floor Raise to Next Higher Floor (changes texture)"; 48 = " Scroll Texture Left"; 49 = "S1 Ceiling Lower to 8 above Floor"; 50 = "S1 Door Close Stay"; 51 = "S1 Exit Level (secret exit)"; 52 = "W1 Exit Level (go to next map)"; 53 = "W1 Floor Start Moving Up and Down"; 54 = "W1 Floor Stop Moving"; 55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)"; 56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)"; 57 = "W1 Crusher Stop"; 58 = "W1 Floor Raise by 24"; 59 = "W1 Floor Raise by 24 (changes texture)"; 60 = "SR Floor Lower to Lowest Floor"; 61 = "SR Door Open Stay"; 62 = "SR Lift Lower Wait Raise"; 63 = "SR Door Open Wait Close"; 64 = "SR Floor Raise to Lowest Ceiling"; 65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)"; 66 = "SR Floor Raise by 24 (changes texture)"; 67 = "SR Floor Raise by 32 (changes texture)"; 68 = "SR Floor Raise to Next Higher Floor (changes texture)"; 69 = "SR Floor Raise to Next Higher Floor"; 70 = "SR Floor Lower to 8 above Highest Floor"; 71 = "S1 Floor Lower to 8 above Highest Floor"; 72 = "WR Ceiling Lower to 8 above Floor"; 73 = "WR Crusher Start with Slow Damage"; 74 = "WR Crusher Stop"; 75 = "WR Door Close Stay"; 76 = "WR Door Close Stay Open"; 77 = "WR Crusher Start with Fast Damage"; 79 = "WR Light Change to Darkest"; 80 = "WR Light Change to Brightest Adjacent"; 81 = "WR Light Change to Brightest"; 82 = "WR Floor Lower to Lowest Floor"; 83 = "WR Floor Lower to Highest Floor"; 84 = "WR Floor Lower to Lowest Floor (changes texture)"; 86 = "WR Door Open Stay"; 87 = "WR Floor Start Moving Up and Down"; 88 = "WR Lift Lower Wait Raise"; 89 = "WR Floor Stop Moving"; 90 = "WR Door Open Wait Close"; 91 = "WR Floor Raise to Lowest Ceiling"; 92 = "WR Floor Raise by 24"; 93 = "WR Floor Raise by 24 (changes texture)"; 94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)"; 95 = "WR Floor Raise to Next Higher Floor (changes texture)"; 96 = "WR Floor Raise by Shortest Lower Texture"; 97 = "WR Teleport"; 98 = "WR Floor Lower to 8 above Highest Floor"; 101 = "S1 Floor Raise to Lowest Ceiling"; 102 = "S1 Floor Lower to Highest Floor"; 103 = "S1 Door Open Stay"; 104 = "W1 Light Change to Darkest Adjacent"; 105 = "WR Door Open Wait Close (fast)"; 106 = "WR Door Open Stay (fast)"; 107 = "WR Door Close Stay (fast)"; 108 = "W1 Door Open Wait Close (fast)"; 109 = "W1 Door Open Stay (fast)"; 110 = "W1 Door Close (fast)"; 111 = "S1 Door Open Wait Close (fast)"; 112 = "S1 Door Open Stay (fast)"; 113 = "S1 Door Close Stay (fast)"; 114 = "SR Door Open Wait Close (fast)"; 115 = "SR Door Open Stay (fast)"; 116 = "SR Door Close Stay (fast)"; 117 = "DR Door Open Wait Close (fast)"; 118 = "D1 Door Open Stay (fast)"; 119 = "W1 Floor Raise to Next Higher Floor"; 120 = "WR Lift Lower Wait Raise (fast)"; 121 = "W1 Lift Lower Wait Raise (fast)"; 122 = "S1 Lift Lower Wait Raise (fast)"; 123 = "SR Lift Lower Wait Raise (fast)"; 124 = "W1 Exit Level (secret exit)"; 125 = "W1 Teleport (monsters only)"; 126 = "WR Teleport (monsters only)"; 127 = "S1 Stairs Raise by 16 (fast)"; 128 = "WR Floor Raise to Next Higher Floor"; 129 = "WR Floor Raise to Next Higher Floor (fast)"; 130 = "W1 Floor Raise to Next Higher Floor (fast)"; 131 = "S1 Floor Raise to Next Higher Floor (fast)"; 132 = "SR Floor Raise to Next Higher Floor (fast)"; 138 = "SR Light Change to Brightest"; 139 = "SR Light Change to Darkest"; 140 = "S1 Floor Raise by 512"; 141 = "W1 Crusher Start with Slow Damage (silent)"; 40 = "S1 Door Open Split, floor down, ceiling up"; 26 = "DR Door Open Blue ID Badge, Wait 4, Close"; 32 = "D1 Door Open Blue ID Badge, Stay Open"; 28 = "DR Door Open Gold ID Card, Wait 4, Close"; 33 = "D1 Door Open Gold ID Card, Stay Open"; 27 = "DR Door Open Pass Card, Wait 4, Close"; 34 = "D1 Door Open Pass Card, Stay Open"; 99 = "SR Door Open Blue ID Badge Fast, Stay Open"; 133 = "S1 Door Open Blue ID Badge Fast, Stay Open"; 134 = "SR Door Open Gold ID Card Fast, Stay Open"; 135 = "S1 Door Open Gold ID Card Fast, Stay Open"; 136 = "SR Door Open Pass Card Fast, Stay Open"; 137 = "S1 Door Open Pass Card Fast, Stay Open"; 156 = "D1 Door Open Brass Key, Stay Open"; 152 = "SR Door Open Brass Key Fast, Stay Open"; 162 = "S1 Door Open Brass Key Fast, Stay Open"; 161 = "DR Door Open Brass Key, Wait, Close"; 160 = "DR Door Open Silver Key, Wait 4, Close"; 157 = "D1 Door Open Silver Key, Stay Open"; 153 = "SR Door Open Silver Key Fast, Stay Open"; 163 = "S1 Door Open Silver Key Fast, Stay Open"; 159 = "DR Door Open Gold Key, Wait 4, Close"; 158 = "D1 Door Open Gold Key, Stay Open"; 151 = "SR Door Open Gold Key Fast, Stay Open"; 164 = "S1 Door Open Gold Key Fast, Stay Open"; 169 = "DR Door Open Front Base Key, Wait, Close"; 170 = "DR Door Open Govs Key, Wait, Close"; 191 = "SR Door Open Military ID, Wait, Close"; 223 = "SR Door Open Mine Key, Wait, Close"; 225 = "DR Door Open Catabomb Key, Wait, Close"; 224 = "DR Door Open Chapel Key, Wait, Close"; 217 = "DR Door Open Core Key, Wait 4, Close"; 166 = "DR Door Open Severed Hand, Wait 4, Close"; 221 = "DR Door Open Mauler Key, Wait 4, Close"; 190 = "DR Door Open Order Key, Wait 4, Close"; 232 = "DR Door Open Oracle Pass, Wait 4, Close"; 167 = "S1 Door Open Severed Hand Fast, Stay Open"; 168 = "SR Door Open Severed Hand Fast, Stay Open"; 144 = "DR Door Open Sliding (special texture)"; 207 = "SR Door Open Sliding (special texture)"; 213 = "DR Door Open Chalice, Wait 4, Close"; 234 = "SR Door Open Quest/DM"; 216 = "WR Door Open Quest, Wait 4, Close?"; 230 = "W1 Door Open Quest? WRONG"; 188 = "W1 Door Open if Piston destroyed/DM"; 200 = "W1 Door Open Sigil A"; 172 = "SR Door Open Power 1 Key, Wait, Close"; 173 = "SR Door Open Power 2 Key, Wait, Close"; 176 = "SR Door Open Power 3 Key, Wait, Close"; 194 = "S1 Door Open Give QT1, Freed Prisoners"; 171 = "S1 Door Open Prison Key & Stay"; 222 = "SR Door Open Factory Key, Wait, Close"; 192 = "SR Door Open WareHouse Key, Wait, Close"; 229 = "SR Door Open Sliding SigilE (special texture)"; 197 = "W1 Door Close Fast Sigil B"; 227 = "W1 Door Close Quest"; 174 = "W1 Door Open Split, floor down, ceiling up"; 189 = "S1 Door Open Split Oracle Key"; 233 = "S1 Door Open Split, Blackbird Message"; 235 = "S1 Door Open Split Sigil E"; 199 = "S1 Ceiling Crush Quest Factory, give Stats"; 179 = "W1 Ceiling Lower to floor"; 180 = "G1 Floor Raise 512 match adjacent text/type"; 181 = "S1 Floor Raise 512 match adjacent text/type"; 183 = "W1 Floor Raise High Lower Ceiling Low Adj Instant"; 193 = "W1 Floor Lower Quest/DM"; 219 = "S1 Floor Lower Red Crystal"; 220 = "S1 Floor Lower Blue Crystal"; 226 = "S1 Floor Lower to low adj, give Stat Bonus"; 212 = "S1 Floor Lower to nearest Comm Unit?"; 214 = "SR Floor Lower for 30 sec, raise back up"; 146 = "S1 Stairs Lower"; 209 = "S1 Stairs Lower Chalice"; 178 = "W1 Stairs Lower"; 184 = "WR Lift Raise, Wait, Lower"; 154 = "SR Lift Lower Gold Key, Wait, Raise"; 155 = "SR Lift Raise, Wait, Lower"; 177 = "SR Lift Lower Power 3 Key, Wait, Up"; 182 = "G1 Misc Break Screen"; 185 = "WR Teleport Target Silent"; 231 = "WR Teleport Target InSou"; 195 = "MR Teleport Silent, Change Zombie"; 150 = "WR Sound Alarm Claxon "; 198 = "WR Sound Alarm without Guard Uniform"; 175 = "W1 Sound Alarm below 16"; //196 = "** This linedef type do anything?"; 206 = "W1 Sound Alarm Chalice"; 218 = "W1 Misc Clear NonBlock Quest?"; 201 = "SR Sound Play Sound?"; 211 = "S1 Sound Play Sound?"; 202 = "W1 Sound Activate Comm Unit+tag=VOC#"; 210 = "W1 Sound Activate Comm Unit+tag=????"; 215 = "W1 Sound Play Quest Sound?"; 203 = "WR Sound Play Music+tag=mus#"; 204 = "W1 Sound Play Music+tag=mus#"; 228 = "W1 Sound Play Entity Voice"; 666 = "SR Misc Push Wall (may not work right)"; 142 = " Scroll Texture Up"; 143 = " Scroll Texture Down Fast"; 149 = " Scroll Texture Right"; 148 = " ForceField (remove with 147)"; 145 = "WR Exit Teleport to New Map Thing, tag=map&spot"; 186 = "WR Exit Teleport to New Map Thing 1-Way, tag=map&spot"; 147 = "SR ForceField Remove Around Tagged Sector"; 208 = "W1 Sound Trigger Alarm Comm?"; 187 = "W1 ForceField Clear CrystalDestroyed/DM"; 165 = "DR Misc That Doesn't Seem to Work"; 205 = "DR Misc Area Only in Retail Version"; } // THING FLAGS thingflags { 1 = "Easy"; 2 = "Medium"; 4 = "Hard"; 8 = "Standing"; 16 = "Multiplayer"; 32 = "Unknown (32)"; 64 = "Ally"; 128 = "Unknown (128)"; 256 = "Translucent"; 512 = "Modify visibility"; } // 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 thingtypes { editor { color = 15; // White arrow = 1; title = "Editor Things"; width = 16; sort = 1; 32000 = "3D Mode start"; } players { color = 10; // Light Green arrow = 1; title = "Player Starts"; width = 18; sort = 1; 1 = "Player 1 Tan start"; 2 = "Player 2 Red start"; 3 = "Player 3 Rust start"; 4 = "Player 4 Gray start"; 5 = "Player 5 DGreen start"; 6 = "Player 6 Gold start"; 7 = "Player 7 BGreen start"; 8 = "Player 8 Blue start"; 11 = "Player Deathmatch start"; } teleports { color = 2; // Green arrow = 1; title = "Teleports"; width = 18; sort = 1; 14 = "Teleport Destination"; 23 { title = "Teleport Swirl"; width = 20; } 118 = "Teleport New Map Spot 1"; 119 = "Teleport New Map Spot 2"; 120 = "Teleport New Map Spot 3"; 121 = "Teleport New Map Spot 4"; 122 = "Teleport New Map Spot 5"; 123 = "Teleport New Map Spot 6"; 124 = "Teleport New Map Spot 7"; 125 = "Teleport New Map Spot 8"; 126 = "Teleport New Map Spot 9"; 127 = "Teleport New Map Spot 10"; } monsters { color = 12; // Light Red arrow = 1; title = "Monsters"; width = 24; sort = 1; 3002 = "Acolyte 1 Tan"; 142 = "Acolyte 2 Red"; 143 = "Acolyte 3 Rust"; 146 = "Acolyte 4 Gray"; 147 = "Acolyte 5 Dark Green"; 148 = "Acolyte 6 Gold"; 232 = "Acolyte 7 Bright Green"; 231 = "Acolyte 8 Blue"; 58 = "Shadow Acolyte"; 3006 { title = "Sentinel"; width = 23; } 186 { title = "Stalker"; width = 31; } 27 { title = "Ceiling Turret"; width = 20; } 3001 { title = "Reaver"; width = 20; } 3005 { title = "Crusader"; width = 40; } 3003 { title = "Templar"; width = 20; } 16 { title = "Inquisitor"; width = 40; } 71 { title = "Programmer"; width = 45; } 187 { title = "Bishop"; width = 40; } 12 { title = "Loremaster"; width = 15; } 129 { title = "Specter A"; width = 64; } 75 = "Specter B"; 76 = "Specter C - put with Oracle"; 167 = "Specter D"; 168 = "Specter E"; 26 { title = "Entity Nest"; width = 84; } 198 { title = "Entity Pod"; width = 25; } 128 { title = "Entity"; width = 130; } } weapons { color = 14; // Yellow arrow = 0; title = "Weapons"; width = 20; sort = 1; 10 { title = "Teleport Beacon"; width = 16; } 2001 = "Crossbow"; 2002 = "Assault Gun"; 2006 = "Assault Gun standing"; 2003 = "Mini-Missile Launcher"; 154 = "Grenade Launcher"; 2005 = "Flame Thrower"; 2004 = "Mauler"; 77 = "Sigil A lightning strike"; 78 = "Sigil B rail lightning shot"; 79 = "Sigil C spread shot"; 80 = "Sigil D column shot"; 81 = "Sigil E big blast"; } ammunition { color = 6; // Brown arrow = 0; title = "Ammunition"; width = 20; sort = 1; 183 = "Ammo Satchel"; 114 = "Electric Bolts"; 115 = "Poison Arrows"; 2007 = "Bullet Clip"; 2048 = "Box of Bullets"; 2010 = "Missiles"; 2046 = "Crate of Missiles"; 152 = "HE Grenades"; 153 = "Phosphorous Grenades"; 84 = "Gas Grenade (demo exe only)"; 2047 = "Energy Pod"; 17 = "Energy Pack"; } health { color = 1; // Blue arrow = 0; title = "Health and Armor"; width = 20; sort = 1; 2011 = "Med patch"; 2012 = "Medikit"; 2018 = "Leather Armor"; 2019 = "Leather Armor"; 83 = "Surgery Kit"; } powerups { color = 9; // Light Blue arrow = 0; title = "Powerups"; width = 20; sort = 1; 2024 = "Shadow Armor"; 2025 = "Environmental Suit"; 207 = "Targeter"; 2026 = "Map"; 2027 = "Scanner/Map-Radar"; } quests { color = 13; // Light Magenta arrow = 0; title = "Quest things"; width = 20; sort = 1; 45 = "Gates (Piston)"; 182 { title = "Computer"; width = 26; } 220 { title = "Power Coupling (Only 1)"; width = 17; } 226 { title = "Broken Power Coupling (Only 1)"; width = 16; } 205 { title = "Offering Chalice"; width = 10; } 90 = "Guard Uniform-gives token"; 52 = "Officer Uniform-no alarm"; 206 = "Communicator"; 93 = "Gold Coin"; 138 = "10 Gold"; 139 = "25 Gold"; 140 = "50 Gold"; } keys { color = 13; // Light Magenta arrow = 0; title = "Keys"; width = 20; sort = 1; 13 = "Gold ID Badge"; 184 = "Blue ID Card"; 185 = "Travel Passcard"; 39 = "Brass Key"; 38 = "Silver Key"; 40 = "Gold Key"; 195 = "Chapel Key"; 230 = "Base Key (Front)"; 233 = "Mauler Key"; 234 = "Factory Key"; 236 = "Core Key"; 235 = "Mine Key"; 86 = "Order Key"; 166 = "Warehouse Key"; 91 = "Severed Hand"; 61 = "Oracle Key"; 192 = "Red Crystal Key"; 193 = "Blue Crystal Key"; } lights { color = 11; // Light Cyan arrow = 0; title = "Light sources"; width = 20; sort = 1; 24 = "Claxon warning light"; 70 { title = "Burning Barrel"; width = 16; } 28 = "Cage Light"; 34 = "Candle"; 35 { title = "Candelabra"; width = 16; } 43 { title = "Outside Lamp"; width = 3; } 46 { title = "Pole Lantern"; width = 3; } 107 { title = "Small Burning Torch"; width = 0; } 108 { title = "Small Unlit Torch"; width = 0; } 111 { title = "Medium Torch"; width = 4; } 47 { title = "Large Torch"; width = 10; } 50 { title = "Huge Torch"; width = 10; } 95 { title = "Silver Flourescent Light"; width = 4; } 96 { title = "Brass Flourescent Light"; width = 4; } 97 { title = "Gold Flourescent Light"; width = 4; } 105 { title = "Burning Bowl"; width = 16; } 106 { title = "Burning Brazier"; width = 10; } 196 { title = "Silver Tech Lamp"; width = 11; } 197 { title = "Brass Tech Lamp"; width = 8; } 2028 { title = "Globe Light"; width = 16; } 225 { title = "Alien Spider Light"; width = 32; } } decoration { color = 11; // light cyan arrow = 0; title = "Decorations"; width = 20; sort = 1; 216 { title = "Sigil Banner"; width = 24; } 85 { title = "Rat"; width = 10; } 82 { title = "Wooden Barrel"; width = 10; } 117 = "Surgery Crab"; 68 { title = "Tray"; width = 24; } 217 = "Rebel Boots"; 218 = "Rebel Helmet"; 219 = "Rebel Shirt"; 208 { title = "Practice Target"; width = 10; } 194 { title = "Anvil"; width = 16; } 228 { title = "Ammo Filler"; width = 12; } 109 = "Ceiling Chain"; 112 = "Fountain"; 53 = "Ceiling Water Drip"; 103 = "Floor Water Drip"; 104 = "Waterfall Splash"; 164 = "Mug"; 2014 = "Water Bottle"; 165 { title = "Pot"; width = 12; } 190 = "Metal Pot"; 188 { title = "Pitcher"; width = 12; } 189 { title = "Stool"; width = 6; } 191 = "Tub"; } trees { color = 3; // Cyan arrow = 0; title = "Trees and Rocks"; width = 16; sort = 1; 33 { title = "Tree Stub"; width = 15; } 51 { title = "Palm Tree"; width = 15; } 202 { title = "Big Tree"; width = 15; } 203 { title = "Potted Tree"; width = 15; } 60 { title = "Short Bush"; width = 15; } 62 { title = "Tall Bush"; width = 20; } 215 { title = "Stick in Water"; width = 20; } 98 = "Stalactite"; 161 = "Small Stalactite"; 160 = "Stalacmite"; 163 = "Stalacmite Small"; 159 = "Cave Pillar Top"; 162 = "Cave Pillar Bottom"; 99 { title = "Rock 1"; width = 20; } 100 { title = "Rock 2"; width = 20; } 101 { title = "Rock 3"; width = 20; } 102 { title = "Rock 4"; width = 20; } 29 { title = "Rubble 1"; width = 20; } 30 { title = "Rubble 2"; width = 20; } 31 { title = "Rubble 3"; width = 20; } 32 { title = "Rubble 4"; width = 20; } 36 { title = "Rubble 5"; width = 20; } 37 { title = "Rubble 6"; width = 20; } 41 { title = "Rubble 7"; width = 20; } 42 { title = "Rubble 8"; width = 20; } } pillars { color = 3; // Cyan arrow = 0; title = "Pillars"; width = 20; sort = 1; 69 { title = "Barricade Column"; width = 16; } 63 = "Chimneystack"; 48 = "Techno Pillar"; 54 { title = "Aztec Pillar"; width = 16; } 55 { title = "Damaged Aztec Pillar"; width = 16; } 56 { title = "Ruined Aztec Pillar"; width = 16; } 57 { title = "Huge Tech Pillar"; width = 24; } 227 { title = "Huge Alien Pillar"; width = 24; } 110 = "Statue"; 44 = "Ruined Statue"; 221 { title = "Alien Bubble Column"; width = 16; } 222 { title = "Alien Floor Bubble"; width = 16; } 223 { title = "Alien Ceiling Bubble"; width = 16; } 224 { title = "Alien Asp Climber"; width = 16; } } corpses { color = 4; // Red arrow = 0; title = "Corpses"; width = 16; sort = 1; 15 { title = "Dead Player, disappears"; width = 20; } 18 { title = "Dead Peasant, disappears"; width = 20; } 19 { title = "Dead Rebel"; width = 20; } 20 { title = "Dead Reaver"; width = 20; } 21 { title = "Dead Acolyte, disappears"; width = 20; } 22 { title = "Dead Crusader"; width = 20; } 212 { title = "Sacrificed Guy"; width = 20; } 113 = "Hearts in Tank"; 209 = "Huge Tank 1 has skeleton"; 210 = "Huge Tank 2"; 211 = "Huge Tank 3"; 213 = "Tank 4 spine with organs"; 214 = "Tank 5 Stumpy the Acolyte"; 229 = "Tank 6 Specter"; } rebels { color = 4; // Red arrow = 0; title = "Rebels"; width = 20; sort = 1; 9 = "Rebel 1 (summoned by beacon)"; 144 = "Rebel 2"; 145 = "Rebel 3"; 149 = "Rebel 4"; 150 = "Rebel 5"; 151 = "Rebel 6"; 64 = "Macil 1 Invincible (Map03,34)"; 200 = "Macil 2 S (Map10)"; } peasants { color = 4; // Red arrow = 0; title = "Peasants"; width = 20; sort = 1; 3004 = "Peasant Tan 1"; 130 = "Peasant Tan 2"; 131 = "Peasant Tan 3"; 65 = "Peasant Red 1 (2,33 Harris/23 Tevick)"; 132 = "Peasant Red 2 (4 Derwin/33 Harris)"; 133 = "Peasant Red 3 (4 Worner)"; 67 = "Peasant Rust 1 (2 Rowan)"; 136 = "Peasant Rust 2 (2 Geoff)"; 137 = "Peasant Rust 3 (4 Technician)"; 66 = "Peasant Gray 1 (4 Ketrick/5 Warden/17 Medic)"; 134 = "Peasant Gray 2 (4 Sammis/5 Judge)"; 135 = "Peasant Gray 3 (1 Beldin)"; 172 = "Peasant DGreen 1 (2 Irale/23 Richter)"; 173 = "Peasant DGreen 2 (6 Weran the Rat King)"; 174 = "Peasant DGreen 3 (4 Computer Tech)"; 178 = "Peasant Gold 1 (11 Key Master/31 False Prg)"; 179 = "Peasant Gold 2"; 180 = "Peasant Gold 3"; 175 = "Peasant BGreen 1 (7 False Programmer)"; 176 = "Peasant BGreen 2"; 177 = "Peasant BGreen 3"; 181 = "Peasant Blue (2,33 Governor/8 False Prgr)"; } npcs { color = 4; // Red arrow = 0; title = "Other NPC's"; width = 20; sort = 1; 141 = "Beggar 1 (Map01 MacGuffin/32 Prisoner)"; 155 = "Beggar 2"; 156 = "Beggar 3"; 157 = "Beggar 4"; 158 = "Beggar 5"; 204 { title = "Kneeling Guy"; width = 6; } 169 = "Zombie"; 170 = "Zombie Spawner"; 201 = "Becoming Acolyte"; 72 = "Bar Keep 1 Gold (Map02,23,33)"; 73 = "Armorer 2 Bright Green (Map02,23,33/10)"; 74 = "Medic 3 Blue (Map02,23,33/03,10/17)"; 116 = "Weapon Smith 4 Tan (Map02,23,33/03,10)"; 199 { title = "Oracle (Map12)"; width = 15; } } hints { color = 13; // Light Magenta arrow = 0; title = "Explosives and Hints"; width = 20; sort = 1; 94 { title = "Explosive Barrel"; width = 10; } 92 = "PowerCrystal-LowSect128Lt0"; 59 { title = "Degnin Ore - for FFG"; width = 16; } 25 { title = "Force Field Guard - use ore"; width = 2; } 9001 = "Label Hint 1"; 9002 = "Label Hint 2"; 9003 = "Label Hint 3"; 9004 = "Label Hint 4"; 9005 = "Label Hint 5"; 9006 = "Label Hint 6"; } }