mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
synced 2024-12-17 23:51:10 +00:00
592887a086
Configurations: all 64 game configuration are now available by default. Game Configurations window: game configurations can now be disabled. This setting is mostly cosmetic. When a game configuration is disabled, it won't be shown in "game configuration" dropdowns in New\Open Map Options and Map Options windows. If a map's .dbs file specifies a disabled configuration, it will be picked as a map configuration anyway. Linedefs mode: vertex insert preview logic used Highlight range instead of Stitch range (which is used when draw mode engages). Visual mode: double-sided middle textures were not selected when using "Select" action with "with same texture" modifier. Textures: some optimizations in patch blending code. ZDoom ACS script configuration: added definitions for StrLeft, StrMid and StrRight functions.
1477 lines
18 KiB
INI
1477 lines
18 KiB
INI
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misc
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{
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0
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{
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title = "None";
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prefix = "";
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}
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title = "Misc";
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165
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{
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title = "Misc That Doesn't Seem to Work";
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prefix = "DR";
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}
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182
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{
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title = "Misc Break Screen";
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prefix = "G1";
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}
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205
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{
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title = "Misc Area Only in Retail Version";
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prefix = "DR";
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}
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218
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{
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title = "Misc Clear NonBlock Quest?";
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prefix = "W1";
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}
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666
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{
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title = "Misc Push Wall (may not work right)";
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prefix = "SR";
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}
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}
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door
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{
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title = "Door";
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1
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{
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title = "Door Open Wait Close (also monsters)";
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prefix = "DR";
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}
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2
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{
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title = "Door Open Stay";
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prefix = "W1";
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}
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3
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{
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title = "Door Close Stay";
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prefix = "W1";
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}
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4
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{
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title = "Door Open Wait Close";
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prefix = "W1";
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}
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16
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{
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title = "Door Close Wait Open";
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prefix = "W1";
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}
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26
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{
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title = "Door Open Blue ID Badge, Wait 4, Close";
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prefix = "DR";
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}
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27
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{
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title = "Door Open Pass Card, Wait 4, Close";
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prefix = "DR";
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}
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28
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{
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title = "Door Open Gold ID Card, Wait 4, Close";
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prefix = "DR";
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}
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29
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{
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title = "Door Open Wait Close";
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prefix = "S1";
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}
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31
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{
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title = "Door Open Stay";
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prefix = "D1";
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}
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32
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{
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title = "Door Open Blue ID Badge, Stay Open";
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prefix = "D1";
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}
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33
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{
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title = "Door Open Gold ID Card, Stay Open";
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prefix = "D1";
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}
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34
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{
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title = "Door Open Pass Card, Stay Open";
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prefix = "D1";
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}
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40
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{
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title = "Door Open Split, floor down, ceiling up";
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prefix = "S1";
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}
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42
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{
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title = "Door Close Stay";
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prefix = "SR";
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}
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46
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{
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title = "Door Open Stay";
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prefix = "GR";
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}
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50
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{
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title = "Door Close Stay";
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prefix = "S1";
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}
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61
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{
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title = "Door Open Stay";
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prefix = "SR";
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}
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63
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{
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title = "Door Open Wait Close";
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prefix = "SR";
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}
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75
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{
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title = "Door Close Stay";
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prefix = "WR";
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}
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76
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{
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title = "Door Close Stay Open";
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prefix = "WR";
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}
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86
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{
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title = "Door Open Stay";
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prefix = "WR";
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}
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90
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{
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title = "Door Open Wait Close";
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prefix = "WR";
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}
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99
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{
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title = "Door Open Blue ID Badge Fast, Stay Open";
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prefix = "SR";
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}
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103
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{
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title = "Door Open Stay";
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prefix = "S1";
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}
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105
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{
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title = "Door Open Wait Close (fast)";
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prefix = "WR";
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}
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106
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{
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title = "Door Open Stay (fast)";
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prefix = "WR";
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}
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107
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{
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title = "Door Close Stay (fast)";
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prefix = "WR";
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}
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108
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{
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title = "Door Open Wait Close (fast)";
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prefix = "W1";
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}
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109
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{
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title = "Door Open Stay (fast)";
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prefix = "W1";
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}
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110
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{
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title = "Door Close (fast)";
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prefix = "W1";
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}
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111
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{
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title = "Door Open Wait Close (fast)";
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prefix = "S1";
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}
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112
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{
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title = "Door Open Stay (fast)";
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prefix = "S1";
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}
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113
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{
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title = "Door Close Stay (fast)";
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prefix = "S1";
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}
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114
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{
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title = "Door Open Wait Close (fast)";
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prefix = "SR";
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}
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115
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{
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title = "Door Open Stay (fast)";
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prefix = "SR";
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}
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116
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{
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title = "Door Close Stay (fast)";
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prefix = "SR";
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}
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117
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{
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title = "Door Open Wait Close (fast)";
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prefix = "DR";
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}
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118
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{
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title = "Door Open Stay (fast)";
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prefix = "D1";
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}
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133
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{
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title = "Door Open Blue ID Badge Fast, Stay Open";
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prefix = "S1";
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}
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134
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{
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title = "Door Open Gold ID Card Fast, Stay Open";
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prefix = "SR";
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}
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135
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{
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title = "Door Open Gold ID Card Fast, Stay Open";
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prefix = "S1";
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}
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136
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{
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title = "Door Open Pass Card Fast, Stay Open";
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prefix = "SR";
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}
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137
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{
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title = "Door Open Pass Card Fast, Stay Open";
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prefix = "S1";
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}
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144
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{
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title = "Door Open Sliding (special texture)";
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prefix = "DR";
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}
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151
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{
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title = "Door Open Gold Key Fast, Stay Open";
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prefix = "SR";
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}
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152
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{
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title = "Door Open Brass Key Fast, Stay Open";
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prefix = "SR";
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}
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153
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{
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title = "Door Open Silver Key Fast, Stay Open";
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prefix = "SR";
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}
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156
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{
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title = "Door Open Brass Key, Stay Open";
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prefix = "D1";
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}
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157
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{
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title = "Door Open Silver Key, Stay Open";
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prefix = "D1";
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}
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158
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{
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title = "Door Open Gold Key, Stay Open";
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prefix = "D1";
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}
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159
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{
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title = "Door Open Gold Key, Wait 4, Close";
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prefix = "DR";
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}
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160
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{
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title = "Door Open Silver Key, Wait 4, Close";
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prefix = "DR";
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}
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161
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{
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title = "Door Open Brass Key, Wait, Close";
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prefix = "DR";
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}
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162
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{
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title = "Door Open Brass Key Fast, Stay Open";
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prefix = "S1";
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}
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163
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{
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title = "Door Open Silver Key Fast, Stay Open";
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prefix = "S1";
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}
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164
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{
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title = "Door Open Gold Key Fast, Stay Open";
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prefix = "S1";
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}
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166
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{
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title = "Door Open Severed Hand, Wait 4, Close";
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prefix = "DR";
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}
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167
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{
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title = "Door Open Severed Hand Fast, Stay Open";
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prefix = "S1";
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}
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168
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{
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title = "Door Open Severed Hand Fast, Stay Open";
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prefix = "SR";
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}
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169
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{
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title = "Door Open Front Base Key, Wait, Close";
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prefix = "DR";
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}
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170
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{
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title = "Door Open Govs Key, Wait, Close";
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prefix = "DR";
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}
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171
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{
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title = "Door Open Prison Key & Stay";
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prefix = "S1";
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}
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172
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{
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title = "Door Open Power 1 Key, Wait, Close";
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prefix = "SR";
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}
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173
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{
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title = "Door Open Power 2 Key, Wait, Close";
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prefix = "SR";
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}
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174
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{
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title = "Door Open Split, floor down, ceiling up";
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prefix = "W1";
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}
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176
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{
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title = "Door Open Power 3 Key, Wait, Close";
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prefix = "SR";
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}
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188
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{
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title = "Door Open if Piston destroyed/DM";
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prefix = "W1";
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}
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189
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{
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title = "Door Open Split Oracle Key";
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prefix = "S1";
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}
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190
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{
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title = "Door Open Order Key, Wait 4, Close";
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prefix = "DR";
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}
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191
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{
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title = "Door Open Military ID, Wait, Close";
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prefix = "SR";
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}
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192
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{
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title = "Door Open WareHouse Key, Wait, Close";
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prefix = "SR";
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}
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194
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{
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title = "Door Open Give QT1, Freed Prisoners";
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prefix = "S1";
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}
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197
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{
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title = "Door Close Fast Sigil B";
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prefix = "W1";
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}
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200
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{
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title = "Door Open Sigil A";
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prefix = "W1";
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}
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207
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{
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title = "Door Open Sliding (special texture)";
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prefix = "SR";
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}
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213
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{
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title = "Door Open Chalice, Wait 4, Close";
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prefix = "DR";
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}
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216
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{
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title = "Door Open Quest, Wait 4, Close?";
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prefix = "WR";
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}
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217
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{
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title = "Door Open Core Key, Wait 4, Close";
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prefix = "DR";
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}
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221
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{
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title = "Door Open Mauler Key, Wait 4, Close";
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prefix = "DR";
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}
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222
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{
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title = "Door Open Factory Key, Wait, Close";
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prefix = "SR";
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}
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223
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{
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title = "Door Open Mine Key, Wait, Close";
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prefix = "SR";
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}
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224
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{
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title = "Door Open Chapel Key, Wait, Close";
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prefix = "DR";
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}
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225
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{
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title = "Door Open Catabomb Key, Wait, Close";
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prefix = "DR";
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}
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227
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{
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title = "Door Close Quest";
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prefix = "W1";
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}
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229
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{
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title = "Door Open Sliding SigilE (special texture)";
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prefix = "SR";
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}
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230
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{
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title = "Door Open Quest? WRONG";
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prefix = "W1";
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}
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232
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{
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title = "Door Open Oracle Pass, Wait 4, Close";
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prefix = "DR";
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}
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233
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{
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title = "Door Open Split, Blackbird Message";
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prefix = "S1";
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}
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234
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{
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title = "Door Open Quest/DM";
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prefix = "SR";
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}
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235
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{
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title = "Door Open Split Sigil E";
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prefix = "S1";
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}
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}
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floor
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{
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title = "Floor";
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5
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{
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title = "Floor Raise to Lowest Ceiling";
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prefix = "W1";
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}
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9
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{
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title = "Floor Raise Donut (changes texture)";
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prefix = "S1";
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}
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14
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{
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title = "Floor Raise by 32 (changes texture)";
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prefix = "S1";
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}
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15
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{
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title = "Floor Raise by 24 (changes texture)";
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prefix = "S1";
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}
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18
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{
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title = "Floor Raise to Next Higher Floor";
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prefix = "S1";
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}
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19
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{
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title = "Floor Lower to Highest Floor";
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prefix = "W1";
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}
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20
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{
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title = "Floor Raise to Next Higher Floor (changes texture)";
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prefix = "S1";
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}
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22
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{
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title = "Floor Raise to Next Higher Floor (changes texture)";
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prefix = "W1";
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}
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23
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{
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title = "Floor Lower to Lowest Floor";
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prefix = "S1";
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}
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24
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{
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title = "Floor Raise to Lowest Ceiling";
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prefix = "G1";
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}
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30
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{
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title = "Floor Raise by Shortest Lower Texture";
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prefix = "W1";
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}
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36
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{
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title = "Floor Lower to 8 above Highest Floor";
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prefix = "W1";
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}
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37
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{
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title = "Floor Lower to Lowest Floor (changes texture)";
|
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prefix = "W1";
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}
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38
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|
{
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title = "Floor Lower to Lowest Floor";
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prefix = "W1";
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}
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45
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{
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|
title = "Floor Lower to Highest Floor";
|
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prefix = "SR";
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}
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|
47
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|
{
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|
title = "Floor Raise to Next Higher Floor (changes texture)";
|
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prefix = "G1";
|
|
}
|
|
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53
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|
{
|
|
title = "Floor Start Moving Up and Down";
|
|
prefix = "W1";
|
|
}
|
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|
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54
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|
{
|
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title = "Floor Stop Moving";
|
|
prefix = "W1";
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|
}
|
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|
|
55
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|
{
|
|
title = "Floor Raise to 8 below Lowest Ceiling (crushes)";
|
|
prefix = "S1";
|
|
}
|
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|
|
56
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|
{
|
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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";
|
|
}
|
|
|
|
119
|
|
{
|
|
title = "Floor Raise to Next Higher Floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
128
|
|
{
|
|
title = "Floor Raise to Next Higher Floor";
|
|
prefix = "WR";
|
|
}
|
|
|
|
129
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
130
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
131
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
132
|
|
{
|
|
title = "Floor Raise to Next Higher Floor (fast)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
140
|
|
{
|
|
title = "Floor Raise by 512";
|
|
prefix = "S1";
|
|
}
|
|
|
|
180
|
|
{
|
|
title = "Floor Raise 512 match adjacent text/type";
|
|
prefix = "G1";
|
|
}
|
|
|
|
181
|
|
{
|
|
title = "Floor Raise 512 match adjacent text/type";
|
|
prefix = "S1";
|
|
}
|
|
|
|
183
|
|
{
|
|
title = "Floor Raise High Lower Ceiling Low Adj Instant";
|
|
prefix = "W1";
|
|
}
|
|
|
|
193
|
|
{
|
|
title = "Floor Lower Quest/DM";
|
|
prefix = "W1";
|
|
}
|
|
|
|
212
|
|
{
|
|
title = "Floor Lower to nearest Comm Unit?";
|
|
prefix = "S1";
|
|
}
|
|
|
|
214
|
|
{
|
|
title = "Floor Lower for 30 sec, raise back up";
|
|
prefix = "SR";
|
|
}
|
|
|
|
219
|
|
{
|
|
title = "Floor Lower Red Crystal";
|
|
prefix = "S1";
|
|
}
|
|
|
|
220
|
|
{
|
|
title = "Floor Lower Blue Crystal";
|
|
prefix = "S1";
|
|
}
|
|
|
|
226
|
|
{
|
|
title = "Floor Lower to low adj, give Stat Bonus";
|
|
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";
|
|
}
|
|
|
|
141
|
|
{
|
|
title = "Crusher Start with Slow Damage (silent)";
|
|
prefix = "W1";
|
|
}
|
|
}
|
|
|
|
|
|
stairs
|
|
{
|
|
title = "Stairs";
|
|
|
|
7
|
|
{
|
|
title = "Stairs Raise by 8";
|
|
prefix = "S1";
|
|
}
|
|
|
|
8
|
|
{
|
|
title = "Stairs Raise by 8";
|
|
prefix = "W1";
|
|
}
|
|
|
|
127
|
|
{
|
|
title = "Stairs Raise by 16 (fast)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
146
|
|
{
|
|
title = "Stairs Lower";
|
|
prefix = "S1";
|
|
}
|
|
|
|
178
|
|
{
|
|
title = "Stairs Lower";
|
|
prefix = "W1";
|
|
}
|
|
|
|
209
|
|
{
|
|
title = "Stairs Lower Chalice";
|
|
prefix = "S1";
|
|
}
|
|
}
|
|
|
|
|
|
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";
|
|
}
|
|
|
|
120
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
121
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
122
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
123
|
|
{
|
|
title = "Lift Lower Wait Raise (fast)";
|
|
prefix = "SR";
|
|
}
|
|
|
|
154
|
|
{
|
|
title = "Lift Lower Gold Key, Wait, Raise";
|
|
prefix = "SR";
|
|
}
|
|
|
|
155
|
|
{
|
|
title = "Lift Raise, Wait, Lower";
|
|
prefix = "SR";
|
|
}
|
|
|
|
177
|
|
{
|
|
title = "Lift Lower Power 3 Key, Wait, Up";
|
|
prefix = "SR";
|
|
}
|
|
|
|
184
|
|
{
|
|
title = "Lift Raise, Wait, Lower";
|
|
prefix = "WR";
|
|
}
|
|
}
|
|
|
|
|
|
exit
|
|
{
|
|
title = "Exit";
|
|
|
|
11
|
|
{
|
|
title = "Exit Level (tag = map to go to)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
51
|
|
{
|
|
title = "Exit Level (secret exit)";
|
|
prefix = "S1";
|
|
}
|
|
|
|
52
|
|
{
|
|
title = "Exit Level (go to next map)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
124
|
|
{
|
|
title = "Exit Level (secret exit)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
145
|
|
{
|
|
title = "Exit Teleport to New Map Thing, tag=map&spot";
|
|
prefix = "WR";
|
|
}
|
|
|
|
186
|
|
{
|
|
title = "Exit Teleport to New Map Thing 1-Way, tag=map&spot";
|
|
prefix = "WR";
|
|
}
|
|
}
|
|
|
|
|
|
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";
|
|
}
|
|
|
|
138
|
|
{
|
|
title = "Light Change to Brightest";
|
|
prefix = "SR";
|
|
}
|
|
|
|
139
|
|
{
|
|
title = "Light Change to Darkest";
|
|
prefix = "SR";
|
|
}
|
|
}
|
|
|
|
|
|
ceiling
|
|
{
|
|
title = "Ceiling";
|
|
|
|
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";
|
|
}
|
|
|
|
179
|
|
{
|
|
title = "Ceiling Lower to floor";
|
|
prefix = "W1";
|
|
}
|
|
|
|
199
|
|
{
|
|
title = "Ceiling Crush Quest Factory, give Stats";
|
|
prefix = "S1";
|
|
}
|
|
}
|
|
|
|
|
|
scroll
|
|
{
|
|
title = "Scroll";
|
|
|
|
48
|
|
{
|
|
title = "Scroll Texture Left";
|
|
prefix = "";
|
|
}
|
|
|
|
142
|
|
{
|
|
title = "Scroll Texture Up";
|
|
prefix = "";
|
|
}
|
|
|
|
143
|
|
{
|
|
title = "Scroll Texture Down Fast";
|
|
prefix = "";
|
|
}
|
|
|
|
149
|
|
{
|
|
title = "Scroll Texture Right";
|
|
prefix = "";
|
|
}
|
|
}
|
|
|
|
|
|
teleport
|
|
{
|
|
title = "Teleport";
|
|
|
|
97
|
|
{
|
|
title = "Teleport";
|
|
prefix = "WR";
|
|
}
|
|
|
|
39
|
|
{
|
|
title = "Teleport";
|
|
prefix = "W1";
|
|
}
|
|
|
|
125
|
|
{
|
|
title = "Teleport (monsters only)";
|
|
prefix = "W1";
|
|
}
|
|
|
|
126
|
|
{
|
|
title = "Teleport (monsters only)";
|
|
prefix = "WR";
|
|
}
|
|
|
|
185
|
|
{
|
|
title = "Teleport Target Silent";
|
|
prefix = "WR";
|
|
}
|
|
|
|
195
|
|
{
|
|
title = "Teleport Silent, Change Zombie";
|
|
prefix = "MR";
|
|
}
|
|
|
|
231
|
|
{
|
|
title = "Teleport Target InSou";
|
|
prefix = "WR";
|
|
}
|
|
}
|
|
|
|
|
|
forcefield
|
|
{
|
|
title = "ForceField";
|
|
|
|
147
|
|
{
|
|
title = "ForceField Remove Around Tagged Sector";
|
|
prefix = "SR";
|
|
}
|
|
|
|
148
|
|
{
|
|
title = "ForceField (remove with 147)";
|
|
prefix = "";
|
|
}
|
|
|
|
187
|
|
{
|
|
title = "ForceField Clear CrystalDestroyed/DM";
|
|
prefix = "W1";
|
|
}
|
|
}
|
|
|
|
|
|
sound
|
|
{
|
|
title = "Sound";
|
|
|
|
150
|
|
{
|
|
title = "Sound Alarm Claxon";
|
|
prefix = "WR";
|
|
}
|
|
|
|
175
|
|
{
|
|
title = "Sound Alarm below 16";
|
|
prefix = "W1";
|
|
}
|
|
|
|
198
|
|
{
|
|
title = "Sound Alarm without Guard Uniform";
|
|
prefix = "WR";
|
|
}
|
|
|
|
201
|
|
{
|
|
title = "Sound Play Sound?";
|
|
prefix = "SR";
|
|
}
|
|
|
|
202
|
|
{
|
|
title = "Sound Activate Comm Unit+tag=VOC#";
|
|
prefix = "W1";
|
|
}
|
|
|
|
203
|
|
{
|
|
title = "Sound Play Music+tag=mus#";
|
|
prefix = "WR";
|
|
}
|
|
|
|
204
|
|
{
|
|
title = "Sound Play Music+tag=mus#";
|
|
prefix = "W1";
|
|
}
|
|
|
|
206
|
|
{
|
|
title = "Sound Alarm Chalice";
|
|
prefix = "W1";
|
|
}
|
|
|
|
208
|
|
{
|
|
title = "Sound Trigger Alarm Comm?";
|
|
prefix = "W1";
|
|
}
|
|
|
|
210
|
|
{
|
|
title = "Sound Activate Comm Unit+tag=????";
|
|
prefix = "W1";
|
|
}
|
|
|
|
211
|
|
{
|
|
title = "Sound Play Sound?";
|
|
prefix = "S1";
|
|
}
|
|
|
|
215
|
|
{
|
|
title = "Sound Play Quest Sound?";
|
|
prefix = "W1";
|
|
}
|
|
|
|
228
|
|
{
|
|
title = "Sound Play Entity Voice";
|
|
prefix = "W1";
|
|
}
|
|
}
|
|
|