UltimateZoneBuilder/Build/Configurations/Heretic.cfg
codeimp 75d2b8b4e5 - renamed visual mode thing
- visual mode thing can now be placed/moved in any classic mode with a shortcut key
- visual mode thing flags are all set to false (off) when map is saved (to prevent it from appearing in game)
2009-01-03 22:42:08 +00:00

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INI

/*************************************************************\
Doom Builder Game Configuration for Heretic
\*************************************************************/
// 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 = "Heretic";
// This is the simplified game engine/sourceport name
engine = "heretic";
// The format interface handles the map data format
formatinterface = "DoomMapSetIO";
// Default lump name for new map
defaultlumpname = "E1M1";
// Default testing parameters
testparameters = "-basewad \"%WP\" -skill \"%S\" -file \"%AP\" \"%F\" -warp %L1 %L2 %NM";
// Skill levels
skills
{
1 = "Thou needeth a wet-nurse";
2 = "Yellowbellies-r-us";
3 = "Bringest them oneth";
4 = "Thou art a smite-meister";
5 = "Black plague possesses thee";
}
// Special linedefs
soundlinedefflag = 64; // See linedefflags
singlesidedflag = 1; // See linedefflags
doublesidedflag = 4; // See linedefflags
impassableflag = 1;
upperunpeggedflag = 8;
lowerunpeggedflag = 16;
// Door making
makedoortrack = "DOORTRAK";
makedooraction = 1; // See linedeftypes
// Generalized actions
generalizedlinedefs = false;
generalizedsectors = false;
// Texture loading options
mixtexturesflats = false;
defaulttexturescale = 1.0f;
defaultflatscale = 1.0f;
// Thing number for start position in 3D Mode
start3dmode = 32000;
// Default flags for first new thing
defaultthingflags
{
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";
}
}
/*
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
{
TEXTMAP = 2;
ENDMAP = 2;
EXTENDED = 3;
BEHAVIOR = 2;
E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
E5M1 = 1; E5M2 = 1; E5M3 = 1; E5M4 = 1; E5M5 = 1; E5M6 = 1; E5M7 = 1; E5M8 = 1; E5M9 = 1;
MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; 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 (randomly)";
2 = "Light Blinks (0.5 sec)";
3 = "Light Blinks (1 sec)";
4 = "Damage -10 or 20% health and Light Blinks (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)";
12 = "Light Blinks (0.5 sec sync)";
13 = "Light Blinks (1 sec sync)";
14 = "Door Open Close (opens after 5 min)";
15 = "Friction";
16 = "Damage -10 or 20% health";
21 = "Scroll East (slow)";
22 = "Scroll East (medium)";
23 = "Scroll East (fast)";
26 = "Scroll North (slow)";
27 = "Scroll North (medium)";
28 = "Scroll North (fast)";
31 = "Scroll South (slow)";
32 = "Scroll South (medium)";
33 = "Scroll South (fast)";
36 = "Scroll West (slow)";
37 = "Scroll West (medium)";
38 = "Scroll West (fast)";
40 = "Wind East (weak)";
41 = "Wind East (medium)";
42 = "Wind East (strong)";
43 = "Wind North (weak)";
44 = "Wind North (medium)";
45 = "Wind North (strong)";
46 = "Wind South (weak)";
47 = "Wind South (medium)";
48 = "Wind South (strong)";
49 = "Wind West (weak)";
50 = "Wind West (medium)";
51 = "Wind West (strong)";
}
// LINEDEF FLAGS
linedefflags
{
1 = "Impassable";
2 = "Block Monster";
4 = "Double Sided";
8 = "Upper Unpegged";
16 = "Lower Unpegged";
32 = "Secret";
64 = "Block Sound";
128 = "Hidden";
256 = "Shown";
}
// 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
{
0
{
title = "None";
prefix = "";
}
}
door
{
title = "Door";
1
{
title = "Door Open Wait Close (also monsters)";
prefix = "DR";
}
2
{
title = "Door Open Stay";
prefix = "W1";
}
3
{
title = "Door Close Stay";
prefix = "W1";
}
4
{
title = "Door Open Wait Close";
prefix = "W1";
}
16
{
title = "Door Close Wait Open";
prefix = "W1";
}
26
{
title = "Door (Blue) Open Wait Close";
prefix = "DR";
}
27
{
title = "Door (Yellow) Open Wait Close";
prefix = "DR";
}
28
{
title = "Door (Red) Open Wait Close";
prefix = "DR";
}
29
{
title = "Door Open Wait Close";
prefix = "S1";
}
31
{
title = "Door Open Stay";
prefix = "D1";
}
32
{
title = "Door (Blue) Open Stay";
prefix = "D1";
}
33
{
title = "Door (Red) Open Stay";
prefix = "D1";
}
34
{
title = "Door (Yellow) Open Stay";
prefix = "D1";
}
42
{
title = "Door Close Stay";
prefix = "SR";
}
46
{
title = "Door Open Stay";
prefix = "GR";
}
50
{
title = "Door Close Stay";
prefix = "S1";
}
61
{
title = "Door Open Stay";
prefix = "SR";
}
63
{
title = "Door Open Wait Close";
prefix = "SR";
}
75
{
title = "Door Close Stay";
prefix = "WR";
}
76
{
title = "Door Close Stay Open";
prefix = "WR";
}
86
{
title = "Door Open Stay";
prefix = "WR";
}
90
{
title = "Door Open Wait Close";
prefix = "WR";
}
103
{
title = "Door Open Stay";
prefix = "S1";
}
}
floor
{
title = "Floor";
5
{
title = "Floor Raise to Lowest Ceiling";
prefix = "W1";
}
9
{
title = "Floor Raise Donut (changes texture)";
prefix = "S1";
}
14
{
title = "Floor Raise by 32 (changes texture)";
prefix = "S1";
}
15
{
title = "Floor Raise by 24 (changes texture)";
prefix = "S1";
}
18
{
title = "Floor Raise to Next Higher Floor";
prefix = "S1";
}
19
{
title = "Floor Lower to Highest Floor";
prefix = "W1";
}
20
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "S1";
}
22
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "W1";
}
23
{
title = "Floor Lower to Lowest Floor";
prefix = "S1";
}
24
{
title = "Floor Raise to Lowest Ceiling";
prefix = "G1";
}
30
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "W1";
}
36
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "W1";
}
37
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "W1";
}
38
{
title = "Floor Lower to Lowest Floor";
prefix = "W1";
}
45
{
title = "Floor Lower to Highest Floor";
prefix = "SR";
}
47
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "G1";
}
53
{
title = "Floor Start Moving Up and Down";
prefix = "W1";
}
54
{
title = "Floor Stop Moving";
prefix = "W1";
}
55
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "S1";
}
56
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "W1";
}
58
{
title = "Floor Raise by 24";
prefix = "W1";
}
59
{
title = "Floor Raise by 24 (changes texture)";
prefix = "W1";
}
60
{
title = "Floor Lower to Lowest Floor";
prefix = "SR";
}
64
{
title = "Floor Raise to Lowest Ceiling";
prefix = "SR";
}
65
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "SR";
}
66
{
title = "Floor Raise by 24 (changes texture)";
prefix = "SR";
}
67
{
title = "Floor Raise by 32 (changes texture)";
prefix = "SR";
}
68
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "SR";
}
69
{
title = "Floor Raise to Next Higher Floor";
prefix = "SR";
}
70
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "SR";
}
71
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "S1";
}
82
{
title = "Floor Lower to Lowest Floor";
prefix = "WR";
}
83
{
title = "Floor Lower to Highest Floor";
prefix = "WR";
}
84
{
title = "Floor Lower to Lowest Floor (changes texture)";
prefix = "WR";
}
87
{
title = "Floor Start Moving Up and Down";
prefix = "WR";
}
89
{
title = "Floor Stop Moving";
prefix = "WR";
}
91
{
title = "Floor Raise to Lowest Ceiling";
prefix = "WR";
}
92
{
title = "Floor Raise by 24";
prefix = "WR";
}
93
{
title = "Floor Raise by 24 (changes texture)";
prefix = "WR";
}
94
{
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
prefix = "WR";
}
95
{
title = "Floor Raise to Next Higher Floor (changes texture)";
prefix = "WR";
}
96
{
title = "Floor Raise by Shortest Lower Texture";
prefix = "WR";
}
98
{
title = "Floor Lower to 8 above Highest Floor";
prefix = "WR";
}
101
{
title = "Floor Raise to Lowest Ceiling";
prefix = "S1";
}
102
{
title = "Floor Lower to Highest Floor";
prefix = "S1";
}
}
crusher
{
title = "Crusher";
6
{
title = "Crusher Start with Fast Damage";
prefix = "W1";
}
25
{
title = "Crusher Start with Slow Damage";
prefix = "W1";
}
57
{
title = "Crusher Stop";
prefix = "W1";
}
73
{
title = "Crusher Start with Slow Damage";
prefix = "WR";
}
74
{
title = "Crusher Stop";
prefix = "WR";
}
77
{
title = "Crusher Start with Fast Damage";
prefix = "WR";
}
}
stairs
{
title = "Stairs";
7
{
title = "Stairs Raise by 8";
prefix = "S1";
}
8
{
title = "Stairs Raise by 8";
prefix = "W1";
}
}
lift
{
title = "Lift";
10
{
title = "Lift Lower Wait Raise";
prefix = "W1";
}
21
{
title = "Lift Lower Wait Raise";
prefix = "S1";
}
62
{
title = "Lift Lower Wait Raise";
prefix = "SR";
}
88
{
title = "Lift Lower Wait Raise";
prefix = "WR";
}
}
exit
{
title = "Exit";
11
{
title = "Exit Level";
prefix = "S1";
}
51
{
title = "Exit Level (goes to secret level)";
prefix = "S1";
}
52
{
title = "Exit Level";
prefix = "W1";
}
105
{
title = "Exit Level (goes to secret level)";
prefix = "W1";
}
}
light
{
title = "Light";
12
{
title = "Light Change to Brightest Adjacent";
prefix = "W1";
}
13
{
title = "Light Change to Brightest";
prefix = "W1";
}
17
{
title = "Light Start Blinking";
prefix = "W1";
}
35
{
title = "Light Change to Darkest";
prefix = "W1";
}
79
{
title = "Light Change to Darkest";
prefix = "WR";
}
80
{
title = "Light Change to Brightest Adjacent";
prefix = "WR";
}
81
{
title = "Light Change to Brightest";
prefix = "WR";
}
104
{
title = "Light Change to Darkest Adjacent";
prefix = "W1";
}
}
ceiling
{
title = "Ceiling";
40
{
title = "Ceiling Raise to Highest Ceiling";
prefix = "W1";
}
41
{
title = "Ceiling Lower to Floor";
prefix = "S1";
}
43
{
title = "Ceiling Lower to Floor";
prefix = "SR";
}
44
{
title = "Ceiling Lower to 8 above Floor";
prefix = "W1";
}
49
{
title = "Ceiling Lower to 8 above Floor";
prefix = "S1";
}
72
{
title = "Ceiling Lower to 8 above Floor";
prefix = "WR";
}
}
scroll
{
title = "Scroll";
48
{
title = "Scroll Texture Left";
prefix = "";
}
99
{
title = "Scroll Texture Right";
prefix = "";
}
}
build
{
title = "Build";
106
{
title = "Build Stairs (16 Tall)";
prefix = "W1";
}
107
{
title = "Build Stairs (16 Tall)";
prefix = "S1";
}
}
teleport
{
title = "Teleport";
97
{
title = "Teleport";
prefix = "WR";
}
39
{
title = "Teleport";
prefix = "W1";
}
}
}
// THING FLAGS
thingflags
{
1 = "Easy";
2 = "Medium";
4 = "Hard";
8 = "Deaf";
16 = "Multiplayer";
}
// 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";
16 = "!single";
}
// 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 numbers are the basic colors
// Arrow indicates if the things will have an arrow to indicate direction
// Sort: 0 = List as in configuration, 1 = List alphabetically
// Blocking: 0 = No, 1 = Completely, 2 = True-Height
// Error:
// 0 = Dont check for errors
// 1 = Must be inside map (default)
// 2 = Must be inside map and may not collide
thingtypes
{
editor
{
color = 15; // White
arrow = 1;
title = "Editor Things";
width = 16;
height = 56;
sort = 1;
error = 0;
fixedsize = true;
32000 = "Visual Mode camera";
}
players
{
color = 10; // Light Green
arrow = 1;
title = "Player Starts";
width = 16;
height = 56;
blocking = 2;
error = 2;
sort = 1;
1
{
title = "Player 1 start";
sprite = "PLAYA1";
}
2
{
title = "Player 2 start";
sprite = "PLAYA1";
}
3
{
title = "Player 3 start";
sprite = "PLAYA1";
}
4
{
title = "Player 4 start";
sprite = "PLAYA1";
}
11
{
title = "Player Deathmatch start";
sprite = "PLAYQ0";
}
}
teleport
{
color = 2; // Green
arrow = 1;
title = "Teleports";
width = 16;
height = 56;
blocking = 0;
error = 0;
sort = 1;
14
{
title = "Teleport Landing";
sprite = "TELEA0";
}
52
{
title = "Teleport Glitter (Exit)";
sprite = "TGLTF0";
}
74
{
title = "Teleport Glitter";
sprite = "TGLTA0";
}
}
sounds
{
color = 5; // Purple
arrow = 0;
title = "Sounds";
width = 0;
height = 0;
blocking = 0;
sort = 1;
41 = "Waterfall";
42 = "Wind";
1200 = "Scream";
1201 = "Squish";
1202 = "Drops";
1203 = "Slow Footsteps";
1204 = "Heartbeat";
1205 = "Bells";
1206 = "Growl";
1207 = "Magic";
1208 = "Laughter";
1209 = "Fast Footsteps";
}
monsters
{
color = 12; // Light Red
arrow = 1;
title = "Monsters";
width = 16;
sort = 1;
error = 2;
blocking = 2;
66
{
title = "Gargoyle";
sprite = "IMPXA1";
height = 36;
}
5
{
title = "Fire Gargoyle";
sprite = "IMPXF1";
height = 36;
}
68
{
title = "Golem";
sprite = "MUMMA1";
width = 22;
height = 62;
}
69
{
title = "Golem Ghost";
sprite = "MUMMA1";
width = 22;
height = 62;
}
45
{
title = "Nitrogolem";
sprite = "MUMMY1";
width = 22;
height = 62;
}
46
{
title = "Nitrogolem Ghost";
sprite = "MUMMY1";
width = 22;
height = 62;
}
15
{
title = "Disciple Of D'Sparil";
sprite = "WZRDA1";
height = 68;
}
6
{
title = "Iron Lich";
sprite = "HEADA1";
width = 40;
height = 72;
}
7
{
title = "D'Sparil";
sprite = "SRCRA1";
width = 28;
height = 100;
}
56
{
title = "D'Sparil Teleport Location";
sprite = "SOR2I0";
}
9
{
title = "Maulotaur";
sprite = "MNTRA1";
width = 28;
height = 100;
}
64
{
title = "Undead Warrior";
sprite = "KNIGA1";
width = 24;
height = 48;
}
65
{
title = "Undead Warrior Ghost";
sprite = "KNIGA1";
width = 24;
height = 78;
}
70
{
title = "Weredragon";
sprite = "BEASA1";
width = 32;
height = 74;
}
90
{
title = "Sabreclaw";
sprite = "CLNKA1";
width = 20;
height = 64;
}
92
{
title = "Ophidian";
sprite = "SNKEA1";
width = 22;
height = 70;
}
}
weapons
{
color = 14; // Yellow
arrow = 0;
title = "Weapons";
width = 20;
height = 16;
blocking = 0;
sort = 1;
53
{
title = "Dragon Claw";
sprite = "WBLSA0";
}
2001
{
title = "Ethereal Crossbow";
sprite = "WBOWA0";
}
2002
{
title = "Firemace";
sprite = "WMCEA0";
}
2003
{
title = "Phoenix Rod";
sprite = "WPHXA0";
}
2004
{
title = "Hellstaff";
sprite = "WSKLA0";
}
2005
{
title = "Gauntlets Of The Necromancer";
sprite = "WGNTA0";
}
}
ammunition
{
color = 6; // Brown
arrow = 0;
title = "Ammunition";
width = 20;
sort = 1;
height = 16;
blocking = 0;
10
{
title = "Wand Crystal";
sprite = "AMG1A0";
}
12
{
title = "Crystal Geode";
sprite = "AMG2A0";
}
13
{
title = "Mace Spheres";
sprite = "AMM1A0";
}
16
{
title = "Pile Of Mace Spheres";
sprite = "AMM2A0";
}
18
{
title = "Ethereal Arrows";
sprite = "AMC1A0";
}
19
{
title = "Quiver Of Ethereal Arrows";
sprite = "AMC2A0";
}
20
{
title = "Lesser Runes";
sprite = "AMS1A0";
}
21
{
title = "Greater Runes";
sprite = "AMS2A0";
}
22
{
title = "Flame Orb";
sprite = "AMP1A0";
}
23
{
title = "Inferno Orb";
sprite = "AMP2A0";
}
54
{
title = "Claw Orb";
sprite = "AMB1A0";
}
55
{
title = "Energy Orb";
sprite = "AMB2A0";
}
8
{
title = "Bag Of Holding";
sprite = "BAGHA0";
}
}
health
{
color = 1; // Blue
arrow = 0;
title = "Health and Armor";
width = 20;
height = 16;
blocking = 0;
sort = 1;
81
{
title = "Crystal Vial";
sprite = "PTN1A0";
}
85
{
title = "Silver Shield";
sprite = "SHLDA0";
}
31
{
title = "Enchanted Shield";
sprite = "SHD2A0";
}
}
powerups
{
color = 9; // Light Blue
arrow = 0;
title = "Artifacts";
width = 20;
height = 16;
blocking = 0;
sort = 1;
30
{
title = "Morph Ovum";
sprite = "ARTIEGGC";
}
32
{
title = "Mystic Urn";
sprite = "ARTISPHL";
}
33
{
title = "Torch";
sprite = "ARTITRCH";
}
34
{
title = "Time Bomb Of The Ancients";
sprite = "ARTIFBMB";
}
35
{
title = "Map Scroll";
sprite = "SPMPA0";
}
36
{
title = "Chaos Device";
sprite = "ARTIATLP";
}
75
{
title = "Shadowsphere";
sprite = "ARTIINVS";
}
82
{
title = "Quartz Flask";
sprite = "ARTIPTN2";
}
83
{
title = "Wings Of Wrath";
sprite = "ARTISOAR";
}
84
{
title = "Ring of Invulnerability";
sprite = "ARTIINVU";
}
86
{
title = "Tome of Power";
sprite = "ARTIPWBK";
}
}
keys
{
color = 13; // Light Magenta
arrow = 0;
title = "Keys";
width = 20;
height = 16;
blocking = 0;
sort = 1;
73
{
title = "Green Key";
sprite = "AKYYA0";
}
79
{
title = "Blue Key";
sprite = "BKYYA0";
}
80
{
title = "Yellow Key";
sprite = "CKYYA0";
}
}
obstacles
{
color = 3; // Cyan
arrow = 0;
title = "Obstacles";
width = 20;
blocking = 2;
sort = 1;
29
{
title = "Small Pillar";
sprite = "SMPLA0";
height = 34;
}
37
{
title = "Stalagmite (Small)";
sprite = "STGSA0";
height = 32;
}
38
{
title = "Stalagmite (Large)";
sprite = "STGLA0";
height = 64;
}
39
{
title = "Stalactite (Small)";
sprite = "STCSA0";
height = 36;
}
40
{
title = "Stalactite (Large)";
sprite = "STCLA0";
height = 68;
}
44
{
title = "Barrel";
sprite = "BARLA0";
height = 32;
}
47
{
title = "Brown Pillar";
sprite = "BRPLA0";
height = 128;
}
87
{
title = "Volcano";
sprite = "VLCOE0";
height = 20;
}
2035
{
title = "Gasbag";
sprite = "PPODA0";
height = 54;
}
43
{
title = "Gasbag Generator";
sprite = "PPODA0";
height = 16;
}
}
lights
{
color = 11; // Light Cyan
arrow = 0;
title = "Light sources";
width = 16;
sort = 1;
blocking = 2;
27
{
title = "Serpent Torch";
sprite = "SRTCA0";
height = 54;
}
28
{
title = "Chandelier";
sprite = "CHDLA0";
hanging = 1;
height = 62;
}
50
{
title = "Wall Torch";
sprite = "WTRHA0";
height = 64;
}
76
{
title = "Fire Brazier";
sprite = "KFR1A0";
height = 44;
}
}
decoration
{
color = 4; // Red
arrow = 0;
title = "Decoration";
width = 16;
sort = 1;
blocking = 2;
94
{
title = "Blue Key Marker";
sprite = "KGZBA0";
height = 50;
}
95
{
title = "Green Key Marker";
sprite = "KGZGA0";
height = 50;
}
96
{
title = "Yellow Key Marker";
sprite = "KGZYA0";
height = 50;
}
51
{
title = "Hanging Corpse";
sprite = "HCORA0";
hanging = 1;
height = 104;
}
17
{
title = "Hanging Skull";
sprite = "SKH1A0";
hanging = 1;
height = 70;
}
24
{
title = "Hanging Skull 2";
sprite = "SKH2A0";
hanging = 1;
height = 60;
}
25
{
title = "Hanging Skull 3";
sprite = "SKH3A0";
hanging = 1;
height = 45;
}
26
{
title = "Hanging Skull 4";
sprite = "SKH4A0";
hanging = 1;
height = 35;
}
48
{
title = "Moss";
sprite = "MOS1A0";
height = 23;
}
49
{
title = "Moss 2";
sprite = "MOS2A0";
height = 27;
}
}
}