Annotated Races Database
// 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.