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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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games_de
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devil21f.zip
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DEVIL.ZIP
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DEVIL21
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CONFIG
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D2REG.INI
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Text File
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1996-04-13
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14KB
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701 lines
:DefaultPalFile 0
{groupa.256}
** The option buttons
* {txt} type data offset length multifunc numtypedescrip se-func.
* txt: Description of this item
* type: one of the following numbers
0: selection button with one choice
(here multifunc gives the number of children this option has)
1: selection button with more than one choice
(here multifunc gives the maximum number of choices the user can make
0=infinity)
2: normal light-value
3: size
4: coordinate
5: degrees
6: double
7: integer
8: avg. cube light (special handling, get with special function set over
9: avg. side light side effect)
10: select texture group (up,down button + texture)
(set multifuncnr to 0!!)
11: select dooranimation group
(set multifuncnr to 0!!)
12: select texture group for thing
(set multifuncnr to 0!!)
13: thing coordinates (offset is here axis)
14: uv-coords
* data,offset,length: structure, offset, length of variable. If length is 0
no data is changed only the sideeffect is done.
data is also used to determine the data for the sideeffect, so set it
even if length==0
* numtypedescription: number of type descriptions.
* if negative then follows the names of the list recycled
* se-func.: side effect function number: number of function to be called
* (the value is not altered by the standard procedures)
* if no side effect function shall be called: -1
* if this value shall not be changed by the user: -2
*
* type description:
* number (in hex) number of entries belonging to this type {txt}
* number: number of descent
* number of...: number of following subtypes
* txt: description of number
:Cube 3 * number of entries
{Type} 0 0 0 1 1 6 0
00 0 {normal}
01 0 {fuel center}
03 0 {reactor}
04 1 {producer}
{produces} 1 8 0 8 0 4 -1
03 0 {!thing} * start with list for things
00 0 {>type} * search for offset 0
02 0 {#robot} * search for no.2
01 0 {!item type} * search for offset 1 (must be at the end)
05 0 {blue home}
06 0 {red home}
{inner light} 2 0 4 2 0 0 -1
{avg.p. light} 8 0 0 0 0 0 1
:Side 3
{texture 1} 10 1 0 2 0 0 -1
{Turn txt2} 0 1 28 4 0 4 2
0 0 {0 degrees}
1 0 {90 degrees}
2 0 {180 degrees}
3 0 {270 degrees}
{avg.p. light} 9 1 0 0 0 0 3
:Point 6
{xpos} 4 9 0 8 0 0 4
{ypos} 4 9 8 8 0 0 4
{zpos} 4 9 16 8 0 0 4
{u-coord} 14 2 0 2 0 0 -1
{v-coord} 14 2 2 2 0 0 -1
{light} 2 2 4 2 0 0 5
:Thing 4
{type} 0 3 0 1 7 8 6
02 4 {robot}
{robot} 0 3 1 1 0 66 7
0e 0 {Baby Spider}
11 0 {Big Boss D1-7}
17 0 {Big Boss D1-End}
03 0 {Class 1 Drone}
04 0 {Class 2 Drone}
16 0 {Defense Proto}
0a 0 {Gopher, Laser}
09 0 {Heavy Driller}
10 0 {Hulk, heavy}
06 0 {Hulk, invisible)}
14 0 {Hulk, light}
00 0 {Hulk, medium}
15 0 {Lifter, advanced}
12 0 {Lifter, invisible}
01 0 {Lifter, medium}
08 0 {Lifter, secondary}
0f 0 {Miniboss}
0b 0 {Platform, Laser}
0c 0 {Platform, Missile}
0d 0 {Red Triangle}
02 0 {Spider (D1)}
07 0 {Supervisor}
05 0 {Vulcan, invisible}
13 0 {Vulcan Man}
1f 0 {Big Boss A-4}
2e 0 {Big Boss B-4}
2d 0 {Big Boss C-4}
3e 0 {Big Boss D-4}
34 0 {Big Boss E-4}
40 0 {Big Boss F-4}
20 0 {Big Boss from D1}
2f 0 {Boarshead}
18 0 {BPER (700pts)}
3b 0 {BPER (800pts)}
1b 0 {Bulk Destroyer}
22 0 {Defense Robot}
28 0 {Diamond Claw}
36 0 {Claw, invisible}
2c 0 {E-Bandit}
35 0 {Fat Orange One}
21 0 {GuideBot}
29 0 {Hornet}
1a 0 {ISD}
24 0 {ITSC}
33 0 {Lou Guard}
23 0 {Mini Omega}
41 0 {Mini Reactor}
38 0 {Omega (300pts)}
31 0 {Omega (400pts)}
3a 0 {Omega (500pts)}
1d 0 {One-Eyed}
26 0 {PEST}
27 0 {PIG}
2b 0 {Seeker}
1e 0 {Sidearm}
32 0 {Sidearm Module}
19 0 {Smelter (500pts)}
39 0 {Smelter (600pts)}
37 0 {Smelter, invisible}
3f 0 {Spawn (200pts)}
3d 0 {Spawn (300pts)}
30 0 {Spider (600pts)}
3c 0 {Spider (700pts)}
25 0 {Tactical Droid}
2a 0 {Thief}
1c 0 {TRN Racer}
{drop type} 0 3 76 1 2 4 14
00 0 {nothing}
ff 0 {default}
02 2 {robot}
{drop} 0 3 77 1 0 4 -1
03 0 {!thing} * start with list for things
00 0 {>type} * search for offset 0
02 0 {#robot} * search for no.2
01 0 {!item type} * search for offset 1 (must be at the end)
{drop num} 7 3 78 1 0 0 -1
07 2 {item}
{drop} 0 3 77 1 0 4 -1
03 0 {!thing} * start with list for things
00 0 {>type} * search for offset 0
07 0 {#item} * search for no.7
01 0 {!item type} * search for offset 1 (must be at the end)
{drop num} 7 3 78 1 0 0 -1
{behaviour} 0 3 143 1 0 7 -1
80 0 {sits still}
81 0 {normal}
82 0 {gets behind you}
83 0 {run from}
84 0 {snipe}
85 0 {station}
86 0 {follow}
{texture} 12 3 231 4 0 0 -1
03 2 {hostage}
{no.} 7 3 1 1 0 0 -1
{size} 3 3 56 4 0 0 8
04 1 {start}
{no.} 7 3 1 1 0 0 -1
05 3 {mine}
{x-rotation} 3 3 115 4 0 0 -1
{y-rotation} 3 3 119 4 0 0 -1
{z-rotation} 3 3 123 4 0 0 -1
07 2 {item}
{item id} 0 3 1 1 0 42 9
00 0 {extra life}
01 0 {energy boost}
02 0 {shield boost}
03 0 {laser}
04 0 {blue key}
05 0 {red key}
06 0 {yellow key}
0a 0 {1 concussion}
0b 0 {4 concussions}
0c 0 {quad laser}
0d 0 {vulcan cannon}
0e 0 {spreadfire}
0f 0 {plasma cannon}
10 0 {fusion cannon}
11 0 {proximity bombs}
12 0 {1 homing}
13 0 {4 homings}
14 0 {smart missile}
15 0 {mega missile}
16 0 {vulcan ammo}
17 0 {cloaking dev}
19 0 {invulnerability}
1c 0 {gauss cannon}
1d 0 {helix cannon}
1e 0 {phoenix cannon}
1f 0 {omega cannon}
20 0 {super laser}
21 0 {full map}
22 0 {e.-s. converter}
23 0 {ammo-rack}
24 0 {afterburner}
25 0 {headlight}
26 0 {flash missile}
27 0 {4 flashs}
28 0 {guide missile}
29 0 {4 guides}
2a 0 {smart mines}
2b 0 {mercury missile}
2c 0 {4 mercuries}
2d 0 {earthshaker}
2e 0 {blue flag}
2f 0 {red flag}
{item grfx} 0 3 83 4 0 42 -1
24 0 {extra life}
12 0 {energy boost}
13 0 {shield boost}
14 0 {laser}
18 0 {blue key}
1a 0 {red key}
19 0 {yellow key}
22 0 {1 concussion}
23 0 {4 concussions}
33 0 {quad laser}
25 0 {vulcan cannon}
26 0 {spreadfire}
27 0 {plasma cannon}
28 0 {fusion cannon}
29 0 {proximity bombs}
2a 0 {1 homing}
2b 0 {4 homings}
2c 0 {smart missile}
2d 0 {mega missile}
2e 0 {vulcan ammo}
2f 0 {cloaking dev}
31 0 {invulnerability}
45 0 {gauss cannon}
46 0 {helix cannon}
47 0 {phoenix cannon}
48 0 {omega cannon}
4d 0 {super laser}
49 0 {full map}
4a 0 {e.-s. converter}
4b 0 {ammo-rack}
4c 0 {afterburner}
53 0 {headlight}
4e 0 {flash missile}
59 0 {4 flashs}
4f 0 {guide missile}
5a 0 {4 guides}
5b 0 {smart mines}
51 0 {mercury missile}
66 0 {4 mercuries}
52 0 {earthshaker}
64 0 {blue flag}
65 0 {red flag}
09 2 {reactor}
{reactor id} 0 3 1 1 0 7 7
00 0 {Descent 1}
02 0 {A - Group A}
03 0 {B - Water}
05 0 {C - Fire}
04 0 {D - Ice}
06 0 {E - Alien 1}
01 0 {F - Alien 2}
{texture} 12 3 147 4 0 0 -1
0e 1 {coop start}
{no.} 7 3 1 1 0 0 -1
ff 0 {secret start}
{xpos} 13 3 0 0 0 0 16
{ypos} 13 3 1 0 0 0 16
{zpos} 13 3 2 0 0 0 16
:Wall 2
{wall-type} 0 4 16 1 5 6 10
01 3 {blow door}
{animation} 11 4 20 1 0 0 11
{hitpoints} 7 4 10 2 0 0 -1
{flags} 1 4 17 1 0 1 -1
07 0 {robots won't pass}
02 5 {normal door}
{animation} 11 4 20 1 0 0 11
{flags} 1 4 17 1 0 3 -1
03 0 {locked}
04 0 {close again}
07 0 {robots won't pass}
{open at end} 0 4 24 1 0 2 -1
00 0 {no}
01 0 {yes}
{key} 0 4 21 1 0 4 -1
01 0 {no key at all}
02 0 {blue key}
04 0 {red key}
08 0 {yellow key}
{hitpoints} 7 4 10 2 0 0 -1
05 2 {wall}
{hitpoints} 7 4 10 2 0 0 -1
{flags} 1 4 17 1 0 1 -1
07 0 {robots won't pass}
03 1 {illusion}
{flags} 1 4 17 1 0 2 -1
05 0 {illusion off}
07 0 {robots won't pass}
04 1 {only switch}
{flags} 1 4 17 1 0 1 -1
07 0 {robots won't pass}
06 0 {switch to shoot}
{switch} 0 4 25 1 12 15 12
ff 0 {none}
00 2 {open door}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
01 2 {close door}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
02 2 {producer}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
03 0 {normal exit}
04 0 {secret exit}
05 2 {illusion off}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
06 2 {illusion on}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
07 2 {unlock door}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
08 2 {lock door}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
09 2 {open wall}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
0a 2 {close wall}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
0b 2 {wall to illusion}
{switches} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
0c 2 {turnoff light}
{switched} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
0d 2 {turnon light}
{switched} 7 7 2 2 0 0 -2
{flags} 1 7 1 1 0 2 -1
00 0 {no message}
01 0 {trigger once}
:Internal 1
{Group} 0 5 200 4 4 4 -1
0 4 {Move&Display}
{Visibility} 4 5 16 8 0 0 -1
{Moving you} 4 5 32 8 0 0 -1
{Turning you} 5 5 56 8 0 0 -1
{Display what} 1 5 242 4 0 5 15
0 0 {cubes}
1 0 {all lines}
2 0 {things}
3 0 {walls}
4 0 {extra markers}
1 3 {Bitmap}
{Moving bitmap} 7 5 80 4 0 0 -1
{Turning bitmap} 5 5 84 8 0 0 -1
{Stretch bitmap} 6 5 92 8 0 0 -1
2 10 {Modify&Illum.}
{Moving obj.} 4 5 40 8 0 0 -1
{Turning obj.} 5 5 64 8 0 0 -1
{Gridsize} 4 5 100 8 0 0 -1
{Grid} 0 5 188 4 0 2 -1
0 0 {off}
1 0 {on}
{Conn. dist.} 4 5 116 8 0 0 -1
{UConn. dist.} 4 5 124 8 0 0 -1
{Enlarge *} 6 5 8 8 0 0 -1
{Quarterway} 4 5 204 8 0 0 -1
{Brightness} 6 5 212 8 0 0 13
{Min. light} 2 5 220 2 0 0 -1
3 7 {Warnings}
{Ask del one} 0 5 192 4 0 2 -1
0 0 {off}
1 0 {on}
{Ask del tagged} 0 5 196 4 0 2 -1
0 0 {off}
1 0 {on}
{Convex/Weird} 0 5 222 4 0 2 -1
0 0 {off}
1 0 {on}
{Grid & rotate} 0 5 238 4 0 2 -1
0 0 {off}
1 0 {on}
{Double keys} 0 5 226 4 0 2 -1
0 0 {off}
1 0 {on}
{2 reactors/flags} 0 5 230 4 0 2 -1
0 0 {off}
1 0 {on}
{Thing o.o.B.} 0 5 234 4 0 2 -1
0 0 {off}
1 0 {on}
:DoorNames 0
{wall door}
* This is also available in the HAM-file but I had no sense to decode
* the whole stuff for these few numbers.
:DoorStarts 51
435 440 0 451 463 477 483 488 0 500 508 523 536 550 556 564
572 579 585 593 600 608 615 628 635 642 649 664 672 687 702 717
725 731 738 745 754 763 772 780 790 806 817 827 838 849 858 863
871 886 901
* Next are the lightsources. First the texturenumber and then 4*4
* values for the light.
:LightSources 82
235
460 460
460 460
236
284 284
284 284
237
284 284
284 284
243
284 284
284 284
244
284 284
284 284
275
532 532
532 532
276
510 510
510 510
278
510 510
510 510
288
520 520
520 520
289
520 520
520 520
290
440 440
440 440
291
510 510
510 510
293
600 600
600 600
295
600 600
600 600
296
600 600
600 600
298
510 510
510 510
300
510 510
510 510
301
510 510
510 510
305
0 840
0 840
306
400 400
400 400
307
480 480
480 480
340
560 0
560 0
341
560 0
560 0
343
238 0
238 0
344
160 0
160 0
345
560 0
560 0
346
238 0
238 0
348
80 80
80 80
349
80 80
80 80
353
430 430
430 430
356
30 30
30 30
357
30 30
30 30
358
30 30
30 30
359
30 30
30 30
364
400 400
400 400
366
400 400
400 400
368
400 400
400 400
370
400 400
400 400
372
400 400
400 400
374
400 400
400 400
375
400 400
400 400
377
400 400
400 400
378
400 400
400 400
380
400 400
400 400
382
400 400
400 400
383
800 800
800 800
384
800 800
800 800
385
800 800
800 800
386
800 800
800 800
387
800 800
800 800
388
800 800
800 800
389
800 800
800 800
390
800 800
800 800
391
800 800
800 800
392
800 800
800 800
393
800 800
800 800
394
800 800
800 800
395
800 800
800 800
396
800 800
800 800
397
800 800
800 800
398
800 800
800 800
404
400 400
400 400
405
400 400
400 400
406
400 400
400 400
407
400 400
400 400
408
400 400
400 400
409
800 800
800 800
410
400 0
400 0
411
400 0
400 0
412
400 0
400 0
420
800 800
800 800
423
400 400
400 400
424
400 400
400 400
425
800 800
800 800
426
800 800
800 800
427
400 0
400 0
428
400 0
400 0
429
400 0
400 0
430
800 800
800 800
431
800 800
800 800
432
350 350
350 350
433
800 800
800 800
434
800 800
800 800