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    // Main Config File
    //
    //******************************************************
    // Current Resolution 640 x 480
    // Values are max size! ANYTHING higher will go over the frame!
    // SmallPic           176 x 211 (includes spritepic and 3D view)
    // SmallPicFrame      204 x 239
    // BigPic             608 x 288
    // WallPic            112 x 134, 48 x 58, 16 x 19, -> 176,211
    //***************************
    // Shared Config
    //***************************
    Force_SysMem = 1
    

    LOG_ERRORS = 1
    LOG_DATABASE_ERRORS = 40
    LOG_COMPILE_ERRORS = 40
    

    Set LOG_ERRORS to '1' if you want to generate error logs when you use your design with editor and engine, '0' if you don't want to. You should not need to set log errors number above 40 unless you are testing brand new databases.

    MAX_UNDO_ACTIONS = 20
    

    This number is for the editor only as there are no 'undos' during gameplay.

    EDITOR_COLOR_1 = 0,0,0
    EDITOR_COLOR_2 = 255,0,0
    EDITOR_COLOR_3 = 0,255,0
    EDITOR_COLOR_4 = 0,0,255
    EDITOR_COLOR_5 = 255,255,0
    EDITOR_COLOR_6 = 0,255,255
    EDITOR_COLOR_7 = 255,0,255
    EDITOR_COLOR_8 = 128,0,0
    EDITOR_COLOR_9 = 0,128,0
    EDITOR_COLOR_10 = 0,0,128
    EDITOR_COLOR_11 = 128,128,0
    EDITOR_COLOR_12 = 0,128,128
    EDITOR_COLOR_13 = 128,0,128
    EDITOR_COLOR_14 = 128,128,128
    EDITOR_COLOR_15 = 192,192,192
    EDITOR_COLOR_16 = 255,255,255
    

    These are the colors used when placing walls, backdrops and zones.

    
    // combat sounds
    DEF_CHAR_DEATH = sound_CharDeath.wav
    DEF_CHAR_MOVE = sound_CharMove.wav
    DEF_HIT = sound_Hit.wav
    DEF_MISS = sound_Miss.wav
    DEF_CAST = sound_Cast.wav
    DEF_BUMP = sound_Bump.wav
    DEF_STEP = sound_Step.wav
    DEF_INTRO = intro.mp3
    DEF_DEATH = sound_Death.wav
    

    
    //***************************
    // Editor Config
    //***************************
    // default art files
    DEF_HORZ_BAR = border_Horizontal.png
    DEF_VERT_BAR = border_Vertical.png
    DEF_FRAME = border_Viewport.png
    DEF_COMBAT_WALLS = combat_Dungeon.png
    DEF_COMBAT_WALLS_WILDERNESS = combat_Wilderness.png
    DEF_COMBAT_CURSOR = cursor_Combat.png
    DEF_COMBAT_DEATH_ICON = cursor_CombatDying.png
    DEF_COMBAT_DEATH = cursor_CombatDeath.png
    DEF_CAMP = smallpic_Camp.png
    DEF_TREASURE = smallpic_Treasure.png
    DEF_ICONBG = iconBackground.png
    DEF_MONSTER_ICON = icon_DefaultMonster.png
    DEF_COMBAT_PETRIFIED_ICON = cursor_CombatPetrified.png
    

    
    // DebugSpecialAbility = "SA name"
    // Causes debug information about special abilities to be written to log.
    // Example:
    // DebugSpecialAbility = "spell_SummonUnicorn"
    

    If there are no Debug calls in the SA, it will log what the script returns (if it returns a value of some kind).

    
    //  DEBUG =  "date"
    //  Causes debugging info to be shown in error logs
    //  Date is in format: yyyymmdd
    //  Example:
    //  DEBUG = 20150704
    

    This is used to turn on debugging to error logs. You must set it to the current system date if you want Debug calls to show up in the error log. This means you will need to change it each day you work on your project if you wish to view Debug calls.

    
    //***************************
    // Game Engine Config
    //***************************
    Screen_Width  = 640
    Screen_Height = 480
    

    Only three pairs of values are accepted: 640 and 480, 800 and 600, 1024 and 768. Any other values will cause your design not to function.

    Color_Bits    = 32
    Inter_Character_Delay = 15
    //CDX_LOG
    

    To hve all characters of text appear at once, set Inter_Character_Delay to 0.

    
    // text colors used
    COLOR_WHITE = 255,255,255
    COLOR_BLACK = 0,0,0
    COLOR_GREEN = 0,255,0
    COLOR_RED = 255,0,0
    COLOR_YELLOW = 255,255,0
    COLOR_BLUE = 128,128,255
    COLOR_COMBAT_GREEN = 0,255,0
    COLOR_COMBAT_RED = 255,0,0
    COLOR_COMBAT_YELLOW = 255,255,0
    COLOR_COMBAT_BLUE = 64,128,255
    BACKGROUND_FILL = 0,0,0
    BACKGROUND_COMBAT_FILL = 0,0,0
    COLOR_KEYBOARD_SHORTCUT = 251,133,15
    

    These are the colors used throughout the engine, including designer defined text such as in Text Statement Events.

    USE_KEYBOARD_SHORTCUT = 1
    

    COLOR_CUSTOM_1 = 102,247,159
    

    This color is only ever used if the designer uses it in an event.

    
    // combat flags, they will only affect the debug build
    // of the engine
    //Monster_NoMove     = 0
    //Monster_AlwaysMiss = 1
    //Monster_AlwaysHit  = 0
    //Monster_NoCast     = 0
    //Monster_PlyrControl = 0
    //Monster_NoDeath    = 0
    //Party_AlwaysMiss   = 0
    //Party_AlwaysHit    = 0
    

    Not applicable. These lines remain in the config file for testing usage.

    
    //Starting x,y where text messages will be written to
    TEXTBOX = 18,328
    DEFAULT_MENU_HORZ = 16,460				// bottom menu
    DEFAULT_MENU_COMBAT_HORZ = 16,460		// bottom menu during combat
    DEFAULT_MENU_VERT = 200,200
    DEFAULT_MENU_TEXTBOX = 200,328			// text displayed during events
    PARTYNAMES = 18,18,275,18				// first pair opening menus, second pair during play
    LOCATIONTEXT = 285,280					// direction facing and time
    VERSIONTEXT = 280,301					// version of engine displayed on title screen
    BIGPICSIZE = 16,17,624,305				// size and placement of big pic
    TEXTBOX_LINES = 6						// number of loines of text displayed during events
    
    HORZ_BAR_TOP = 0,0
    HORZ_BAR_MIDDLE = 0,309
    HORZ_BAR_BOTTOM = 0,444
    VERT_BAR_LEFT = 0,0
    VERT_BAR_MIDDLE = 258,0
    VERT_BAR_RIGHT = 626,0
    HORZ_BAR_COMBAT_TOP = 0,0				// combat only
    // there is no middle horizontal combat frame
    HORZ_BAR_COMBAT_BOTTOM = 0,444			// combat only
    VERT_BAR_COMBAT_LEFT = 0,0				// combat only
    VERT_BAR_COMBAT_MIDDLE = 446,0			// combat only
    VERT_BAR_COMBAT_RIGHT = 626,0			// combat only
    VIEWPORT_FRAME = 34,40
    VIEWPORT_FRAME_OFFSET = 417,-19 		//in character view
    VIEWPORT_RECT = 48,54,224,265			// 3D viewport
    // source file coordinates
    HORZ_BAR_LONG = 0,0,640,14				// source for HORZ_BAR_TOP
    HORZ_BAR_LONG_2 = 0,14,640,28			// source for HORZ_BAR_MIDDLE
    HORZ_BAR_LONG_3 = 0,28,640,42			// source for HORZ_BAR_BOTTOM
    VERT_BAR_LONG = 0,0,14,457				// source for VERT_BAR_LEFT
    VERT_BAR_SHORT = 14,0,28,322			// source for VERT_BAR_MIDDLE
    VERT_BAR_LONG_2 = 28,0,42,457			// source for VERT_BAR_RIGHT
    HORZ_BAR_COMBAT_LONG = 0,0,640,14		// source for HORZ_BAR_COMBAT_TOP
    // there is no middle horizontal bar in combat
    HORZ_BAR_COMBAT_LONG_2 = 0,0,640,14`	// source for HORZ_BAR_COMBAT_BOTTOM
    VERT_BAR_COMBAT_LONG = 0,0,14,457		// source for VERT_BAR_COMBAT_LEFT
    VERT_BAR_COMBAT_SHORT = 0,0,14,457		// source for VERT_BAR_COMBAT_MIDDLE
    VERT_BAR_COMBAT_LONG_2 = 0,0,14,457		// source for VERT_BAR_COMBAT_RIGHT
    VIEWPORT_FRAME_SRC = 0,0,204,239
    
    // Combat Screen layout
    COMBAT_STAT_BOX_WIDTH = 150				// where all stats display
    COMBAT_STAT_BOX = 464,20				// x,y of the upper left
    COMBAT_MAP_HEIGHT = 50					// number of 48x48 cells
    COMBAT_MAP_WIDTH = 50					// number of 48x48 cells
    COMBAT_SCREEN_XY =  14,14				// x,y of the upper left
    COMBAT_SCREEN_SIZE = 9,9				// number of 48x48 cells visible on screen
    
    //***************************
    // Character Creation screen layout
    // Opening screen layout
    //***************************
    // select race screen
    SELECT_RACE_TITLE_XY = 75,20
    SELECT_RACE_TITLE_FORMAT = Choose among the /bpossible/b races
    SELECT_RACE_HEADER_XY = 50,50
    SELECT_RACE_HEADER_FORMAT = Races:
    SELECT_RACE_TABLE_XY = 50,70
    SELECT_RACE_TABLE_FORMAT = /g%s
    SELECT_RACE_TABLE_SELECTED_FORMAT = ------>/y%s
    SELECT_RACE_LINE_SPACING = 20
    SELECT_RACE_LINES_PER_PAGE =10
    // select gender screen
    SELECT_GENDER_TITLE_XY =75,20
    SELECT_GENDER_TITLE_FORMAT = Choose among the /bpossible/b sexes
    SELECT_GENDER_HEADER_XY = 50,50
    SELECT_GENDER_HEADER_FORMAT = Sex:
    SELECT_GENDER_TABLE_XY = 50,70
    SELECT_GENDER_TABLE_FORMAT = /g%s
    SELECT_GENDER_TABLE_SELECTED_FORMAT = ------>/y%s
    SELECT_GENDER_LINE_SPACING = 20
    SELECT_GENDER_LINES_PER_PAGE = 10
    // select class screen
    SELECT_CLASS_TITLE_XY = 75,20
    SELECT_CLASS_TITLE_FORMAT = Choose among the /bpossible/b classes
    SELECT_CLASS_HEADER_XY = 50,50
    SELECT_CLASS_HEADER_FORMAT = Class:
    SELECT_CLASS_TABLE_XY = 50,70
    SELECT_CLASS_TABLE_FORMAT = /g%s
    SELECT_CLASS_TABLE_SELECTED_FORMAT = ------>/y%s
    SELECT_CLASS_LINE_SPACING = 20
    SELECT_CLASS_LINES_PER_PAGE = 10			// this must be a number from 1 to 13
    // select alignment screen
    SELECT_ALIGNMENT_TITLE_XY = 75,20
    SELECT_ALIGNMENT_TITLE_FORMAT = Choose among the /bpossible/b alignments
    SELECT_ALIGNMENT_HEADER_XY = 50,50
    SELECT_ALIGNMENT_HEADER_FORMAT = Alignment:
    SELECT_ALIGNMENT_TABLE_XY = 50,70
    SELECT_ALIGNMENT_TABLE_FORMAT = /g%s
    SELECT_ALIGNMENT_TABLE_SELECTED_FORMAT = ------>/y%s
    SELECT_ALIGNMENT_LINE_SPACING = 20
    SELECT_ALIGNMENT_LINES_PER_PAGE = 10
    // main opening menu
    SELECT_MAIN_FUNCTION_TITLE_XY = 75,20
    SELECT_MAIN_FUNCTION_TITLE_FORMAT = /rParty Roster
    SELECT_MAIN_FUNCTION_HEADER_XY = 50,50
    SELECT_MAIN_FUNCTION_HEADER_FORMAT = Name
    SELECT_MAIN_FUNCTION_HEADER2_XY = 275,50
    SELECT_MAIN_FUNCTION_HEADER2_FORMAT = AC
    SELECT_MAIN_FUNCTION_HEADER3_XY = 400,50
    SELECT_MAIN_FUNCTION_HEADER3_FORMAT = HP
    SELECT_MAIN_FUNCTION_TABLE_XY = 50,70
    SELECT_MAIN_FUNCTION_TABLE_FORMAT = %s
    SELECT_MAIN_FUNCTION_TABLE2_XY = 275,95
    SELECT_MAIN_FUNCTION_TABLE2_FORMAT = %i
    SELECT_MAIN_FUNCTION_TABLE3_XY = 400,70
    SELECT_MAIN_FUNCTION_TABLE3_FORMAT = %i
    SELECT_MAIN_FUNCTION_TABLE4_XY = 600,70
    SELECT_MAIN_FUNCTION_TABLE4_FORMAT = %s
    SELECT_MAIN_FUNCTION_MENU_XY = 200,200
    SELECT_MAIN_FUNCTION_MENU_SPACING = 20
    SELECT_MAIN_FUNCTION_LINE_SPACING = 20
    SELECT_MAIN_FUNCTION_LINES_PER_PAGE = 12
    // add character menu
    SELECT_ADD_CHARACTER_TITLE_XY = 75,20
    SELECT_ADD_CHARACTER_TITLE_FORMAT = Please /bSelect/b a Character
    SELECT_ADD_CHARACTER_HEADER_XY = 50,50
    SELECT_ADD_CHARACTER_HEADER_FORMAT = /rC/gharacter Name
    SELECT_ADD_CHARACTER_MENU_XY = 50,70
    SELECT_ADD_CHARACTER_MENU_FORMAT = %s
    // name
    SELECT_ROLL_CHARACTER_STATS_TITLE_XY = 20,20
    SELECT_ROLL_CHARACTER_STATS_TITLE_FORMAT = Roll character stats
    SELECT_ROLL_CHARACTER_STATS_HEADER_XY = 200,40	// status / hp / race
    SELECT_ROLL_CHARACTER_STATS_HEADER2_XY = 20,160	// character stats
    SELECT_ROLL_CHARACTER_STATS_HEADER3_XY = 20,300	// AC / THAC0 / Damage / items
    SELECT_ROLL_CHARACTER_STATS_MENU_XY = 200,300	// encumb / movement
    
    // Default UA-like wall rects used for 3D View
    // These are source bitmap coords within the art image file.
    // Specify pixel coords for left, top, right, bottom
    // These apply to walls, overlays, and doors
    A_WALL_RECT = 392,146,424,357
    B_WALL_RECT = 522,146,554,357
    C_WALL_RECT = 262,146,294,280
    D_WALL_RECT = 342,146,374,280
    E_WALL_RECT = 262,146,374,280
    F_WALL_RECT = 2,146,34,280
    G_WALL_RECT = 132,146,164,280
    H_WALL_RECT = 522,2,570,60
    I_WALL_RECT = 262,2,278,60
    J_WALL_RECT = 2,2,18,21
    K_WALL_RECT = 392,2,408,60
    L_WALL_RECT = 522,2,538,60
    M_WALL_RECT = 554,2,570,60
    N_WALL_RECT = 18,146,34,280
    O_WALL_RECT = 132,146,148,280
    P_WALL_RECT = 132,2,148,21
    // x,y offsets added to VIEWPORT_RECT.left,VIEWPORT_RECT.top to get
    // new dest x,y within viewport frame
    A_OFF = -32,0
    B_OFF = 112,0
    C_OFF = 0,40
    D_OFF = 0,40
    E_OFF = 0,40
    F_OFF = -32,40
    G_OFF = 48,40
    H_OFF = 0,78
    I_OFF = 0,78
    J_OFF = 0,96
    K_OFF = 32,78
    L_OFF = 0,78
    M_OFF = 0,78
    N_OFF = -16,40
    O_OFF = 48,40
    P_OFF = 0,96
    // viewport_coords holds the coords for drawing tiles in the regular viewport,
     // which is composed of 13 viewable squares no matter which direction the player is facing.  
    //
    // The viewport map is numbered as:
    // 5 distant walls
    //      0  2  4  3  1
    //      5  7  9  8  6
    //        10 12 11
    //
    // 7 distant walls
    //   13 0  2  4  3  1 14
    //      5  7  9  8  6
    //        10 12 11
    //
    //  with the player standing in 12.
    //
    // These are destination offsets from the ViewportX,Y
    // for where the viewport 3D walls are drawn.
    //
    // Defaults for 5 distant walls
    VIEWPORT_COORD_0 =  0,0
    VIEWPORT_COORD_1 =  144,0
    VIEWPORT_COORD_2 =  32,0
    VIEWPORT_COORD_3 =  112,0
    VIEWPORT_COORD_4 =  64,0
    VIEWPORT_COORD_5 =  0,0
    VIEWPORT_COORD_6 =  160,0
    VIEWPORT_COORD_7 =  16,0
    VIEWPORT_COORD_8 =  112,0
    VIEWPORT_COORD_9 =  64,0
    VIEWPORT_COORD_10 = 0,0
    VIEWPORT_COORD_11 = 144,0
    VIEWPORT_COORD_12 = 32,0
    
    MAX_ALTERNATE_WALL_FORMATS = 5
    
    // format for wall type 1 - from Kevin's Tavern demo
    WIDTH_WALL_FORMAT_1 = 480
    HEIGHT_WALL_FORMAT_1 = 360
    NUM_DISTANT_WALLS_1 = 5
    A1_WALL_RECT = 2,2,34,213
    B1_WALL_RECT = 150,2,182,213
    C1_WALL_RECT = 336,2,368,213
    D1_WALL_RECT = 184,2,216,213
    E1_WALL_RECT = 36,2,148,213
    F1_WALL_RECT = 218,2,250,213
    G1_WALL_RECT = 302,2,334,213
    H1_WALL_RECT = 252,2,300,213
    I1_WALL_RECT = 388,2,404,213
    J1_WALL_RECT = 460,2,476,213
    K1_WALL_RECT = 424,2,440,213
    L1_WALL_RECT = 442,2,458,213
    M1_WALL_RECT = 370,2,386,213
    N1_WALL_RECT = 234,2,250,213
    O1_WALL_RECT = 302,2,318,213
    P1_WALL_RECT = 406,2,422,213
    A1_OFF = -32,0
    B1_OFF = 112,0
    C1_OFF = 0,0
    D1_OFF = 0,0
    E1_OFF = 0,0
    F1_OFF = -32,0
    G1_OFF = 48,0
    H1_OFF = 0,0
    I1_OFF = 0,0
    J1_OFF = 0,0
    K1_OFF = 32,0
    L1_OFF = 0,0
    M1_OFF = 0,0
    N1_OFF = -16,0
    O1_OFF = 48,0
    P1_OFF = 0,0
    VIEWPORT_COORD_0_1 =  0,0
    VIEWPORT_COORD_1_1 =  144,0
    VIEWPORT_COORD_2_1 =  32,0
    VIEWPORT_COORD_3_1 =  112,0
    VIEWPORT_COORD_4_1 =  64,0
    VIEWPORT_COORD_5_1 =  0,0
    VIEWPORT_COORD_6_1 =  160,0
    VIEWPORT_COORD_7_1 =  16,0
    VIEWPORT_COORD_8_1 =  112,0
    VIEWPORT_COORD_9_1 =  64,0
    VIEWPORT_COORD_10_1 = 0,0
    VIEWPORT_COORD_11_1 = 144,0
    VIEWPORT_COORD_12_1 = 32,0
    
    // format for wall type 2 - from Kevin's New Walls
    WIDTH_WALL_FORMAT_2 = 500
    HEIGHT_WALL_FORMAT_2 = 375
    NUM_DISTANT_WALLS_2 = 7
    A2_WALL_RECT = 2,2,34,213
    B2_WALL_RECT = 150,2,182,213
    C2_WALL_RECT = 336,2,368,213
    D2_WALL_RECT = 184,2,216,213
    E2_WALL_RECT = 36,2,148,213
    F2_WALL_RECT = 218,2,250,213
    G2_WALL_RECT = 302,2,334,213
    H2_WALL_RECT = 252,2,300,213
    I2_WALL_RECT = 388,2,396,213
    J2_WALL_RECT = 460,2,468,213
    K2_WALL_RECT = 432,2,440,213
    L2_WALL_RECT = 442,2,458,213
    M2_WALL_RECT = 370,2,386,213
    N2_WALL_RECT = 218,2,250,213
    O2_WALL_RECT = 302,2,334,213
    P2_WALL_RECT = 398,2,430,213
    A2_OFF = -32,0
    B2_OFF = 112,0
    C2_OFF = 0,0
    D2_OFF = 0,0
    E2_OFF = 0,0
    F2_OFF = -32,0
    G2_OFF = 48,0
    H2_OFF = 0,0
    I2_OFF = -8,0
    J2_OFF = 0,0
    K2_OFF = 32,0
    L2_OFF = 0,0
    M2_OFF = 0,0
    N2_OFF = -16,0
    O2_OFF = 32,0
    P2_OFF = 0,0
    VIEWPORT_COORD_0_2 =  8,0
    VIEWPORT_COORD_1_2 =  136,0
    VIEWPORT_COORD_2_2 =  40,0
    VIEWPORT_COORD_3_2 =  104,0
    VIEWPORT_COORD_4_2 =  72,0
    VIEWPORT_COORD_5_2 =  0,0
    VIEWPORT_COORD_6_2 =  160,0
    VIEWPORT_COORD_7_2 =  16,0
    VIEWPORT_COORD_8_2 =  112,0
    VIEWPORT_COORD_9_2 =  64,0
    VIEWPORT_COORD_10_2 = 0,0
    VIEWPORT_COORD_11_2 = 144,0
    VIEWPORT_COORD_12_2 = 32,0
    VIEWPORT_COORD_13_2 = 0,0 
    VIEWPORT_COORD_14_2 = 168,0 
    
    //New EasyWalltex Format 640 res
    WIDTH_WALL_FORMAT_3 = 168
    HEIGHT_WALL_FORMAT_3 = 352
    NUM_DISTANT_WALLS_3 = 5
    A3_WALL_RECT = 2,2,34,214
    B3_WALL_RECT = 134,2,166,214
    C3_WALL_RECT = 52,215,84,349
    D3_WALL_RECT = 132,215,164,349
    E3_WALL_RECT = 52,215,164,349
    F3_WALL_RECT = 34,42,66,176
    N3_WALL_RECT = 50,42,66,176
    G3_WALL_RECT = 102,42,134,176
    O3_WALL_RECT = 102,42,118,176
    H3_WALL_RECT = 2,215,50,273
    L3_WALL_RECT = 2,215,18,273
    M3_WALL_RECT = 34,215,50,273
    I3_WALL_RECT = 66,81,82,139
    J3_WALL_RECT = 2,275,18,294
    K3_WALL_RECT = 86,81,102,139
    P3_WALL_RECT = 2,275,18,294
    A3_OFF = -32,0
    B3_OFF = 112,0
    C3_OFF = 0,40
    D3_OFF = 0,40
    E3_OFF = 0,40
    F3_OFF = -32,40
    G3_OFF = 48,40
    H3_OFF = 0,78
    I3_OFF = 0,78
    J3_OFF = 0,96
    K3_OFF = 32,78
    L3_OFF = 0,78
    M3_OFF = 0,78
    N3_OFF = -16,40
    O3_OFF = 48,40
    P3_OFF = 0,96
    VIEWPORT_COORD_0_3 =  0,0
    VIEWPORT_COORD_1_3 =  144,0
    VIEWPORT_COORD_2_3 =  32,0
    VIEWPORT_COORD_3_3 =  112,0
    VIEWPORT_COORD_4_3 =  64,0
    VIEWPORT_COORD_5_3 =  0,0
    VIEWPORT_COORD_6_3 =  160,0
    VIEWPORT_COORD_7_3 =  16,0
    VIEWPORT_COORD_8_3 =  112,0
    VIEWPORT_COORD_9_3 =  64,0
    VIEWPORT_COORD_10_3 = 0,0
    VIEWPORT_COORD_11_3 = 144,0
    VIEWPORT_COORD_12_3 = 32,0 
    
    // format for Dinonykos extended tall walls
    WIDTH_WALL_FORMAT_4 = 1000
    HEIGHT_WALL_FORMAT_4 = 375
    NUM_DISTANT_WALLS_4 = 5
    A4_WALL_RECT = 2,2,66,213
    B4_WALL_RECT = 246,2,310,213
    C4_WALL_RECT = 624,2,688,213
    D4_WALL_RECT = 312,2,376,213
    E4_WALL_RECT = 68,2,244,213
    F4_WALL_RECT = 378,2,458,213
    G4_WALL_RECT = 542,2,622,213
    H4_WALL_RECT = 460,2,540,213
    I4_WALL_RECT = 724,2,764,213
    J4_WALL_RECT = 884,2,900,213
    K4_WALL_RECT = 800,2,840,213
    L4_WALL_RECT = 842,2,874,213
    M4_WALL_RECT = 690,2,722,213
    N4_WALL_RECT = 426,2,458,213
    O4_WALL_RECT = 542,2,574,213
    P4_WALL_RECT = 774,2,790,213
    A4_OFF = -32,0
    B4_OFF = 80,0
    C4_OFF = -32,0
    D4_OFF = 0,0
    E4_OFF = -32,0
    F4_OFF = -64,0
    G4_OFF = 32,0
    H4_OFF = -16,0
    I4_OFF = -16,0
    J4_OFF = 0,0
    K4_OFF = 24,0
    L4_OFF = -16,0
    M4_OFF = 0,0
    N4_OFF = -16,0
    O4_OFF = 32,0
    P4_OFF = 0,0
    VIEWPORT_COORD_0_4 = 0,0
    VIEWPORT_COORD_1_4 = 144,0
    VIEWPORT_COORD_2_4 = 32,0
    VIEWPORT_COORD_3_4 = 112,0
    VIEWPORT_COORD_4_4 = 64,0
    VIEWPORT_COORD_5_4 = 0,0
    VIEWPORT_COORD_6_4 = 160,0
    VIEWPORT_COORD_7_4 = 16,0
    VIEWPORT_COORD_8_4 = 112,0
    VIEWPORT_COORD_9_4 = 64,0
    VIEWPORT_COORD_10_4 = 0,0
    VIEWPORT_COORD_11_4 = 144,0
    VIEWPORT_COORD_12_4 = 32,0
    
    // format for wall type 5 - Dinonykos HYPER Walls ("Bridge Walls")
    WIDTH_WALL_FORMAT_5 = 1500
    HEIGHT_WALL_FORMAT_5 = 375
    NUM_DISTANT_WALLS_5 = 5
    A5_WALL_RECT = 132,2,220,213
    B5_WALL_RECT = 406,2,494,213
    C5_WALL_RECT = 959,2,1047,213
    D5_WALL_RECT = 499,2,587,213
    E5_WALL_RECT = 225,2,401,213
    F5_WALL_RECT = 592,2,680,213
    G5_WALL_RECT = 866,2,954,213
    H5_WALL_RECT = 733,2,813,213
    I5_WALL_RECT = 1193,2,1233,213
    J5_WALL_RECT = 1445,2,1461,213
    K5_WALL_RECT = 1259,2,1299,213
    L5_WALL_RECT = 1352,2,1440,213
    M5_WALL_RECT = 1052,2,1140,213
    N5_WALL_RECT = 640,2,680,213
    O5_WALL_RECT = 866,2,906,213
    P5_WALL_RECT = 1238,2,1254,213
    A5_OFF = -32,0
    B5_OFF = 56,0
    C5_OFF = -56,0
    D5_OFF = 0,0
    E5_OFF = -32,0
    F5_OFF = -64,0
    G5_OFF = 24,0
    H5_OFF = -16,0
    I5_OFF = -16,0
    J5_OFF = 0,0
    K5_OFF = 24,0
    L5_OFF = -72,0
    M5_OFF = 0,0
    N5_OFF = -16,0
    O5_OFF = 24,0
    P5_OFF = 0,0
    VIEWPORT_COORD_0_5 = 0,0
    VIEWPORT_COORD_1_5 = 144,0
    VIEWPORT_COORD_2_5 = 32,0
    VIEWPORT_COORD_3_5 = 112,0
    VIEWPORT_COORD_4_5 = 64,0
    VIEWPORT_COORD_5_5 = 0,0
    VIEWPORT_COORD_6_5 = 160,0
    VIEWPORT_COORD_7_5 = 16,0
    VIEWPORT_COORD_8_5 = 112,0
    VIEWPORT_COORD_9_5 = 64,0
    VIEWPORT_COORD_10_5 = 0,0
    VIEWPORT_COORD_11_5 = 144,0
    VIEWPORT_COORD_12_5 = 32,0
    
    SOUND_PLAYBACK_RATE = 22050
    
    // design name and version location when displayed during main start menu
    //DESIGN_VERSION = 0,0
    
    // EditorOnly data starts with with '$'
    $EVENT_WhoTries_Help = The Name for skills should always be Skill, but other words may be used (see the specialAbilities.txt file, "$EVENT_WhoTries_Attempt" SA for some other examples of nontraditional skill checking).
    $EVENT_WhoTries_Help = The Name for attribute checks should always be Attribute.
    $EVENT_WhoTries_Help = The Value is the name of the skill or attribute, followed by a number.
    $EVENT_WhoTries_Help = A positive value is compared directly to the character's skill value.  
    $EVENT_WhoTries_Help = A negative number indicates the number of sides on a die to be rolled and the attempt succeeds if the character's skill value is greater than the die roll.