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Doom I/II Collection
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DM12.ISO
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utils
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dtedit20
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dtedit.cfg
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Text File
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1994-02-19
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3KB
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109 lines
# Item default defines
# --------------------
# Starts with 'i', followed by the slot number(0-9) and an '=' sign
# Then followed by the item number
i0=58
i1=3001
i2=3002
i3=3003
i4=3004
i5=3005
i6=3006
i7=7
i8=9
i9=16
# Color configurations for ITEMS
# ------------------------------
# Basically, you could look at the first argument.
# of the item in the ITEMS.LST file.. So basically, you could define up to
# 24 different items which will all have a different color (if you could use
# more than the standard 16). You would do so by entering one of the letter
# characters in the ITEMS.LST file before the number. You CANNOT define more
# than 24 different associations.. The program was not designed to handle
# that much.
# EX:
# p,1,Player 1 start,293
# Would become:
# z,1,Player 1 start,293
# Then you could add:
# cz=15 (make player 1 one). Hope that's not too confusing
#
# All items referenced to a letter and not given a color here, default to
# White (15).
#
# Begin each line with 'c' then enter either w or o
# 'W' stands for a wall, O stands for an object
#
# Following the 'w' type in the key number for the type of wall (you can
# look up the numbers in the WALLTYPE.LST file)
#
# Following the 'o' type in the key letter for the object
# p=Players; e=Enemies; i=Items; w=Power Ups; h=Healers; a=Ammunition; g=Guns
# k=Keycards; t=Teleports;b=Bosses
#
# Then come the colors:
# 0=Black, 1=Blue, 2=Green, 3=Cyan, 4=Red, 5=Magenta, 6=Brown, 7=Lightgray
# 8=Dark Gray, 9=Light Blue, 10=Light Green, 11=Light Cyan, 12=Light Red
# 13=Light Magenta, 14=Yellow, 15=White
# Ex: cp=2; Make all items associated with 'p' from ITEMS.LST show up on
# the map as Green(2)
#
# define wall colors
cw0=15
cw1=7
cw26=9
cw27=11
cw28=12
cw32=1
cw33=3
cw34=4
#
# define object colors
cop=2
coe=4
cob=4
coi=15
cow=1
coh=9
coa=7
cog=8
cok=5
cot=14
#
# Randomizing Information
# -----------------------
# Begin each line with 'r'
# Following the 'r' use a command:
# s=Stationary items; r=required number of items
# Define stationary items. Can either be a letter association defined in
# ITEMS.LST or a number pertaining to an item in ITEMS.LST
rs=k
rs=t
# Set required number of items; follows format rr#; # is the item number
# followed by how many you need to have at least; letter association not
# available yet.
rr1=1
rr2=1
rr3=1
rr4=1
rr11=4
rrb=0
# Now come the other things you may be interested in
# Set item dot size (change number to make bigger or smaller)
# 0=Smallest (just a dot); 1=bigger; 2=for those with dirty glasses
# 3=Those who aren't wearing glasses; 4=Those who need glasses BADLY
d=0
# You can configure when you want the computer to auto backup by specifying
# 1 (for on) or 0 (for off)
# b#=n # is the backup time (before=1,before save to .wad=2,
# n = 1 or 0 (on/off) before quit=3)
b0=0
b1=1
b2=0