mirror of
https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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1119 lines
No EOL
21 KiB
INI
1119 lines
No EOL
21 KiB
INI
/*************************************************************\
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Doom Builder Game Configuration for Heretic
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\*************************************************************/
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// This is required to prevent accedential use of a different configuration
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type = "Doom Builder 2 Game Configuration";
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// This is the title to show for this game
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game = "Heretic";
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// The format interface handles the map data format
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formatinterface = "DoomMapSetIO";
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// Special linedefs
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soundlinedefflags = 64; // See linedefflags
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singlesidedflags = 1; // See linedefflags
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doublesidedflags = 4; // See linedefflags
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// No generalized types
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generalizedlinedefs = false;
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generalizedsectors = false;
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// Engine specific features
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mixtexturesflats = false;
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defaulttexturescale = 1.0f;
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defaultflatscale = 1.0f;
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// Thing number for start position in 3D Mode
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start3dmode = 32000;
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// Load textures/flats by default from this file
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texturesfile = "";
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// Default lump name for new map
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defaultlumpname = "";
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// Default flags for first new thing
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defaulthingflags = 7; //1 + 2 + 4
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/*
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TEXTURES AND FLAT SOURCES
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This tells Doom Builder where to find the information for textures
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and flats in the IWAD file, Addition WAD file and Map WAD file.
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Start and end lumps must be given in a structure (of which the
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key name doesnt matter) and any textures or flats in between them
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are loaded in either the textures category or flats category.
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For textures: PNAMES, TEXTURE1 and TEXTURE2 are loaded by default.
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*/
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// Texture sources
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textures
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{
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}
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// Flat sources
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flats
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{
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standard1
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{
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start = "F_START";
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end = "F_END";
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}
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standard2
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{
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start = "FF_START";
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end = "FF_END";
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}
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standard3
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{
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start = "FF_START";
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end = "F_END";
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}
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standard4
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{
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start = "F_START";
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end = "FF_END";
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}
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}
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/*
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TEXTURES AND FLATS FILTERING
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This allows you to filter textures and flats so that you only see the
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textures/flats listed that you prefer to use.
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The key name doesnt matter here, only the values. You can use
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the following wildcards in values to specify ranges:
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? = Any character
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* = Zero or more characters
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# = Any numeric digit
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[abc...] = Any of these characters that are between brackets
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[!abc..] = Not any of these characters that are between brackets
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*/
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// List these textures...
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texturesfilter
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{
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all_textures = "*";
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}
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// But do not list these textures...
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notexturesfilter
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{
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none = "";
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}
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// List these flats...
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flatsfilter
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{
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all_flats = "*";
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}
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// But do not list these flats...
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noflatsfilter
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{
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none = "";
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}
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/*
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GAME DETECT PATTERN
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Used to guess the game for which a WAD file is made.
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1 = One of these lumps must exist
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2 = None of these lumps must exist
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3 = All of these lumps must exist
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*/
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gamedetect
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{
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EXTENDED = 3;
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BEHAVIOR = 2;
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E1M1 = 1; E1M2 = 1; E1M3 = 1; E1M4 = 1; E1M5 = 1; E1M6 = 1; E1M7 = 1; E1M8 = 1; E1M9 = 1;
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E2M1 = 1; E2M2 = 1; E2M3 = 1; E2M4 = 1; E2M5 = 1; E2M6 = 1; E2M7 = 1; E2M8 = 1; E2M9 = 1;
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E3M1 = 1; E3M2 = 1; E3M3 = 1; E3M4 = 1; E3M5 = 1; E3M6 = 1; E3M7 = 1; E3M8 = 1; E3M9 = 1;
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E4M1 = 1; E4M2 = 1; E4M3 = 1; E4M4 = 1; E4M5 = 1; E4M6 = 1; E4M7 = 1; E4M8 = 1; E4M9 = 1;
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E5M1 = 1; E5M2 = 1; E5M3 = 1; E5M4 = 1; E5M5 = 1; E5M6 = 1; E5M7 = 1; E5M8 = 1; E5M9 = 1;
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MAP01 = 2; MAP02 = 2; MAP03 = 2; MAP04 = 2; MAP05 = 2; MAP06 = 2; MAP07 = 2; MAP08 = 2; MAP09 = 2; MAP10 = 2;
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MAP11 = 2; MAP12 = 2; MAP13 = 2; MAP14 = 2; MAP15 = 2; MAP16 = 2; MAP17 = 2; MAP18 = 2; MAP19 = 2; MAP20 = 2;
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MAP21 = 2; MAP22 = 2; MAP23 = 2; MAP24 = 2; MAP25 = 2; MAP26 = 2; MAP27 = 2; MAP28 = 2; MAP29 = 2; MAP30 = 2;
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MAP31 = 2; MAP32 = 2; MAP33 = 2; MAP34 = 2; MAP35 = 2; MAP36 = 2; MAP37 = 2; MAP38 = 2; MAP39 = 2; MAP40 = 2;
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MAP41 = 2;
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}
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/*
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MAP LUMP NAMES
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Map lumps are loaded with the map as long as they are right after each other. When the editor
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meets a lump which is not defined in this list it will ignore the map if not satisfied.
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The order of items defines the order in which lumps will be written to WAD file on save.
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To indicate the map header lump, use ~MAP
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Legenda:
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required = Lump is required to exist.
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blindcopy = Lump will be copied along with the map blindly. (usefull for lumps Doom Builder doesn't use)
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nodebuild = The nodebuilder generates this lump.
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allowempty = The nodebuilder is allowed to leave this lump empty.
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script = This lump is a text-based script. Specify the filename of the script configuration to use.
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*/
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maplumpnames
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{
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~MAP
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{
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required = true;
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blindcopy = true;
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nodebuild = false;
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}
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THINGS
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{
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required = true;
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nodebuild = true;
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allowempty = true;
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}
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LINEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SIDEDEFS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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VERTEXES
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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SEGS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SSECTORS
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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NODES
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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SECTORS
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{
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required = true;
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nodebuild = true;
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allowempty = false;
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}
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REJECT
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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BLOCKMAP
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{
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required = false;
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nodebuild = true;
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allowempty = false;
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}
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}
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// DEFAULT SECTOR BRIGHTNESS LEVELS
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sectorbrightness
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{
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255;
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240;
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224;
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208;
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192;
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176;
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160;
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144;
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128;
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112;
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96;
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80;
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64;
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48;
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32;
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16;
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0;
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}
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// SECTOR TYPES
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sectortypes
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{
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0 = "Normal";
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1 = "Light Blinks (randomly)";
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2 = "Light Blinks (0.5 sec)";
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3 = "Light Blinks (1 sec)";
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4 = "Damage -10 or 20% health and Light Blinks (0.5 sec)";
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5 = "Damage -5 or 10% health";
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7 = "Damage -2 or 5% health";
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8 = "Light Glows (1+ sec)";
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9 = "Secret";
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10 = "Door Close Stay (after 30 sec)";
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12 = "Light Blinks (0.5 sec sync)";
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13 = "Light Blinks (1 sec sync)";
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14 = "Door Open Stay (after 300 sec)";
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15 = "Friction";
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16 = "Damage -10 or 20% health";
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21 = "Scroll East (slow)";
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22 = "Scroll East (medium)";
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23 = "Scroll East (fast)";
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26 = "Scroll North (slow)";
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27 = "Scroll North (medium)";
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28 = "Scroll North (fast)";
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31 = "Scroll South (slow)";
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32 = "Scroll South (medium)";
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33 = "Scroll South (fast)";
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36 = "Scroll West (slow)";
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37 = "Scroll West (medium)";
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38 = "Scroll West (fast)";
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40 = "Wind East (weak)";
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41 = "Wind East (medium)";
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42 = "Wind East (strong)";
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43 = "Wind North (weak)";
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44 = "Wind North (medium)";
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45 = "Wind North (strong)";
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46 = "Wind South (weak)";
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47 = "Wind South (medium)";
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48 = "Wind South (strong)";
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49 = "Wind West (weak)";
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50 = "Wind West (medium)";
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51 = "Wind West (strong)";
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}
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// LINEDEF FLAGS
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linedefflags
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{
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1 = "Impassible";
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2 = "Block Monster";
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4 = "Double Sided";
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8 = "Upper Unpegged";
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16 = "Lower Unpegged";
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32 = "Secret";
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64 = "Block Sound";
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128 = "Hidden";
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256 = "Shown";
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}
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// LINEDEF ACTIVATIONS
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linedefactivations
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{
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}
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// LINEDEF TYPES
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// [type] [category] [description]
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// i know this should be done the same way as the things types,
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// but hey, are you willing to reformat the linedef types for each config?
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linedeftypes
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{
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0 = " None";
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1 = "DR Door Open Wait Close (also monsters)";
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2 = "W1 Door Open Stay";
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3 = "W1 Door Close Stay";
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4 = "W1 Door Open Wait Close";
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5 = "W1 Floor Raise to Lowest Ceiling";
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6 = "W1 Crusher Start with Fast Damage";
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7 = "S1 Stairs Raise by 8";
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8 = "W1 Stairs Raise by 8";
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9 = "S1 Floor Raise Donut (changes texture)";
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10 = "W1 Lift Lower Wait Raise";
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11 = "S1 Exit Level";
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12 = "W1 Light Change to Brightest Adjacent";
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13 = "W1 Light Change to Brightest";
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14 = "S1 Floor Raise by 32 (changes texture)";
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15 = "S1 Floor Raise by 24 (changes texture)";
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16 = "W1 Door Close Wait Open";
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17 = "W1 Light Start Blinking";
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18 = "S1 Floor Raise to Next Higher Floor";
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19 = "W1 Floor Lower to Highest Floor";
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20 = "S1 Floor Raise to Next Higher Floor (changes texture)";
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21 = "S1 Lift Lower Wait Raise";
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22 = "W1 Floor Raise to Next Higher Floor (changes texture)";
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23 = "S1 Floor Lower to Lowest Floor";
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24 = "G1 Floor Raise to Lowest Ceiling";
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25 = "W1 Crusher Start with Slow Damage";
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26 = "DR Door (Blue) Open Wait Close";
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27 = "DR Door (Yellow) Open Wait Close";
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28 = "DR Door (Red) Open Wait Close";
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29 = "S1 Door Open Wait Close";
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30 = "W1 Floor Raise by Shortest Lower Texture";
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31 = "D1 Door Open Stay";
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32 = "D1 Door (Blue) Open Stay";
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33 = "D1 Door (Red) Open Stay";
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34 = "D1 Door (Yellow) Open Stay";
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35 = "W1 Light Change to Darkest";
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36 = "W1 Floor Lower to 8 above Highest Floor";
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37 = "W1 Floor Lower to Lowest Floor (changes texture)";
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38 = "W1 Floor Lower to Lowest Floor";
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39 = "W1 Teleport";
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40 = "W1 Ceiling Raise to Highest Ceiling";
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41 = "S1 Ceiling Lower to Floor";
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42 = "SR Door Close Stay";
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43 = "SR Ceiling Lower to Floor";
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44 = "W1 Ceiling Lower to 8 above Floor";
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45 = "SR Floor Lower to Highest Floor";
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46 = "GR Door Open Stay";
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47 = "G1 Floor Raise to Next Higher Floor (changes texture)";
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48 = " Scroll Texture Left";
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49 = "S1 Ceiling Lower to 8 above Floor";
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50 = "S1 Door Close Stay";
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51 = "S1 Exit Level (goes to secret level)";
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52 = "W1 Exit Level";
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53 = "W1 Floor Start Moving Up and Down";
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54 = "W1 Floor Stop Moving";
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55 = "S1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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56 = "W1 Floor Raise to 8 below Lowest Ceiling (crushes)";
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57 = "W1 Crusher Stop";
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58 = "W1 Floor Raise by 24";
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59 = "W1 Floor Raise by 24 (changes texture)";
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60 = "SR Floor Lower to Lowest Floor";
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61 = "SR Door Open Stay";
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62 = "SR Lift Lower Wait Raise";
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63 = "SR Door Open Wait Close";
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64 = "SR Floor Raise to Lowest Ceiling";
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65 = "SR Floor Raise to 8 below Lowest Ceiling (crushes)";
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66 = "SR Floor Raise by 24 (changes texture)";
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67 = "SR Floor Raise by 32 (changes texture)";
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68 = "SR Floor Raise to Next Higher Floor (changes texture)";
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69 = "SR Floor Raise to Next Higher Floor";
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70 = "SR Floor Lower to 8 above Highest Floor";
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71 = "S1 Floor Lower to 8 above Highest Floor";
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72 = "WR Ceiling Lower to 8 above Floor";
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73 = "WR Crusher Start with Slow Damage";
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74 = "WR Crusher Stop";
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75 = "WR Door Close Stay";
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76 = "WR Door Close Stay Open";
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77 = "WR Crusher Start with Fast Damage";
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79 = "WR Light Change to Darkest";
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80 = "WR Light Change to Brightest Adjacent";
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81 = "WR Light Change to Brightest";
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82 = "WR Floor Lower to Lowest Floor";
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83 = "WR Floor Lower to Highest Floor";
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84 = "WR Floor Lower to Lowest Floor (changes texture)";
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86 = "WR Door Open Stay";
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87 = "WR Floor Start Moving Up and Down";
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88 = "WR Lift Lower Wait Raise";
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89 = "WR Floor Stop Moving";
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90 = "WR Door Open Wait Close";
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91 = "WR Floor Raise to Lowest Ceiling";
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92 = "WR Floor Raise by 24";
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93 = "WR Floor Raise by 24 (changes texture)";
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94 = "WR Floor Raise to 8 below Lowest Ceiling (crushes)";
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95 = "WR Floor Raise to Next Higher Floor (changes texture)";
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96 = "WR Floor Raise by Shortest Lower Texture";
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97 = "WR Teleport";
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98 = "WR Floor Lower to 8 above Highest Floor";
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99 = " Scroll Texture Right";
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101 = "S1 Floor Raise to Lowest Ceiling";
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102 = "S1 Floor Lower to Highest Floor";
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103 = "S1 Door Open Stay";
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104 = "W1 Light Change to Darkest Adjacent";
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105 = "W1 Exit Level (goes to secret level)";
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106 = "W1 Build Stairs (16 Tall)";
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107 = "S1 Build Stairs (16 Tall)";
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}
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// THING FLAGS
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thingflags
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{
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1 = "Easy";
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2 = "Medium";
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4 = "Hard";
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8 = "Deaf";
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16 = "Multiplayer";
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}
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// THING FLAGS ERROR MASK
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// Mask for the thing flags which indicates the options
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// that make the same thing appear in the same modes
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thingflagsmask1 = 7; // 1 + 2 + 4
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thingflagsmask2 = 0;
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// THING TYPES
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// Color numbers are the basic colors
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// Arrow indicates if the things will have an arrow to indicate direction
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// Sort: 0 = List as in configuration, 1 = List alphabetically
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// Blocking: 0 = No, 1 = Completely, 2 = True-Height
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// Error:
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// 0 = Dont check for errors
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// 1 = Must be inside map (default)
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// 2 = Must be inside map and may not collide
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thingtypes
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{
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editor
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{
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color = 15; // White
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arrow = 1;
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title = "Editor Things";
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width = 16;
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height = 56;
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sort = 1;
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error = 0;
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32000 = "3D Mode start";
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}
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players
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{
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color = 10; // Light Green
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arrow = 1;
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title = "Player Starts";
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width = 16;
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height = 56;
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blocking = 2;
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error = 2;
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sort = 1;
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1
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{
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title = "Player 1 start";
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sprite = "PLAYA1";
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}
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2
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{
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title = "Player 2 start";
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sprite = "PLAYA1";
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}
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3
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{
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title = "Player 3 start";
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sprite = "PLAYA1";
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}
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4
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{
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title = "Player 4 start";
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sprite = "PLAYA1";
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}
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11
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{
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title = "Player Deathmatch start";
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sprite = "PLAYQ0";
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}
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}
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teleport
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{
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color = 2; // Green
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arrow = 1;
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title = "Teleports";
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width = 16;
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height = 56;
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blocking = 0;
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error = 0;
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sort = 1;
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14
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{
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title = "Teleport Landing";
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sprite = "TELEA0";
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}
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|
52
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{
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title = "Teleport Glitter (Exit)";
|
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sprite = "TGLTF0";
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}
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|
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;
|
|
height = 16;
|
|
sort = 1;
|
|
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;
|
|
}
|
|
}
|
|
} |