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Micromanía 76
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MM_76.ISO
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El Rey Arturo
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SDecor
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Q005.sdc
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2001-03-13
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858 lines
//=============================================================================
//
// TALES OF CHIVALRY: Script DΘcor
//
//=============================================================================
//
// Volet : 2
// QuΩte : DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO-DEMO
//
//=============================================================================
SCRIPT_DECOR
section IN
[def, 1]
AREA 0 109
section END
//=================================================================================
//
// LANDSCAPE TINTAGEL
//
//=================================================================================
section LAND
[def, 1]
ID 111
NAME "Landscape Tintagel"
NUM 1
REGION "Tintagel"
ICON "tintagel"
//-------------------------------------------------------------------
// destination landscape: id, destination, entrΘe, active
//-------------------------------------------------------------------
TOLAND 106 106 4 1
TOLAND 120 120 1 1
[mod, 1]
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
FILE "lTi2"
// FILE "lTin"
ZFAR 25000
AENV 3
//-------------------------------------------------------------------
// entrΘes: id, polytope
//-------------------------------------------------------------------
IN 0 1 0 // entree Q7P_CH1
IN 1 2 0
IN 2 3 0
IN 3 4 0
IN 4 5 0
IN 5 6 0
IN 6 7 0
IN 7 8 0
IN 8 9 0
IN 9 13 0
IN 10 14 0
IN 11 15 0
IN 12 16 0
IN 13 17 0
IN 14 18 0
IN 15 38 0
IN 16 40 0
IN 17 41 0
IN 98 39 0
IN 99 74 0
IN 97 75 0 // entree Q7C_CH1
//-------------------------------------------------------------------
// sorties vers ZI: id, polytope, zi, entrΘe, active
//-------------------------------------------------------------------
TOZI 1 2 69 1 1 // village
TOZI 2 3 70 1 1 // entree cp esclaves
TOZI 3 4 67 1 1 // chateau
TOZI 4 5 300 2 1 // cp esclaves
TOZI 5 6 72 1 1 // cp chev noir
TOZI 6 7 303 1 1 // cabane charb
TOZI 7 8 304 1 1 // clairiere nord
TOZI 8 9 305 1 1 // clairiere sud
TOZI 12 13 73 2 1 // zcuf
TOZI 13 14 73 1 1 // zcuf par gde route
TOZI 14 15 73 3 1 // zcuf
TOZI 15 16 73 4 1 // zcuf par zsud
//TOZI 16 17 74 1 1 // pont village
//TOZI 17 18 74 2 1 // pont village
//-------------------------------------------------------------------
// boites positions: id, polytope
//-------------------------------------------------------------------
//PBOX 1 39 0
PBOX 2 42 0
PBOX 3 43 0
PBOX 4 44 0
PBOX 5 45 0
PBOX 6 46 0
PBOX 7 47 0
PBOX 8 48 0
PBOX 9 49 0
PBOX 10 50 0
PBOX 11 51 0
PBOX 12 52 0
PBOX 13 53 0
PBOX 14 54 0
PBOX 15 55 0
PBOX 16 56 0
PBOX 17 57 0
PBOX 18 58 0
PBOX 19 59 0
PBOX 20 60 0
PBOX 21 61 0
PBOX 22 62 0
PBOX 23 63 0
PBOX 24 64 0
PBOX 25 65 0
PBOX 26 66 0
PBOX 27 67 0
PBOX 28 68 0
PBOX 29 69 0
PBOX 30 70 0
PBOX 31 71 0
PBOX 32 72 0
PBOX 33 73 0
PBOX 34 76 0
//-------------------------------------------------------------------
// trigger narratif: id, polytope, actif
//-------------------------------------------------------------------
TRIG 1 19 1
TRIG 2 22 1
TRIG 3 25 1
TRIG 4 26 1
TRIG 5 27 1
//-------------------------------------------------------------------
// teleports: id, polytope, boite dest, actif
//-------------------------------------------------------------------
TELEP 1 20 14 1 // on saute le pont du village
TELEP 2 21 13 1 //
TELEP 3 23 16 1
TELEP 4 24 17 1
//-------------------------------------------------------------------
// lampes map ombre: id, index light DB
//-------------------------------------------------------------------
SLIGHT 1 11
SLIGHT 2 12
//-------------------------------------------------------------------
// collisions interactives: id, index objet, active
//-------------------------------------------------------------------
//COLLI 1 1 0
//-------------------------------------------------------------------
// objets decor: id, entite, boite, etat
//-------------------------------------------------------------------
//OBJF 1 "barre piques 1" 1 1
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 1 70 100 0 1 "A_Uffing"
ASND 2 40 90 20 1 "A_UfRaf1"
ASND 3 40 70 15 1 "A_UfRaf2"
ASND 4 15 80 10 1 "A_oise3"
ASND 3 15 75 15 1 "A_oisete"
ASND 5 15 90 20 1 "A_oise2"
ASND 6 15 60 10 1 "A_oiset2"
ASND 7 30 70 15 1 "A_Crick"
ASND 8 30 80 20 1 "A_ciga"
ASND 9 20 60 20 1 "A_Abeill"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
ACT 1 "CA corbeau 7" 2 "" 100
ACT 2 "CA corbeau 8" 3 "" 100
ACT 3 "CA corbeau 9" 4 "" 100
ACT 4 "CA corbeau 10" 5 "" 100
ACT 5 "CA corbeau 11" 6 "" 100
ACT 6 "CA loup blanc 6" 7 "" 100
ACT 7 "CA loup blanc 7" 8 "" 100
ACT 8 "CA loup noir 10" 9 "" 100
ACT 9 "CA loup noir 11" 10 "" 100
ACT 10 "CA loup noir 12" 11 "" 100
ACT 11 "CA ours 7" 12 "" 100
ACT 12 "CA ours 5" 13 "" 100
ACT 13 "CA ours 6" 14 "" 100
ACT 14 "CA cerf 2" 15 "" 100
ACT 15 "CA cerf 3" 16 "" 100
ACT 16 "CA cerf 6" 17 "" 100
ACT 17 "CA corbeau 14" 18 "" 100
ACT 18 "CA sanglier 1" 19 "" 100
ACT 19 "CA loup blanc 5" 20 "" 100
ACT 20 "CA loup blanc 8" 21 "" 100
ACT 21 "CA cerf 4" 22 "" 100
ACT 22 "CA cerf 7" 23 "" 100
ACT 23 "CA loup noir 9" 24 "" 100
ACT 24 "CA loup noir 5" 25 "" 100
ACT 25 "CA loup noir 6" 26 "" 100
ACT 26 "CA loup noir 7" 27 "" 100
ACT 27 "CA loup noir 8" 28 "" 100
ACT 28 "CA ours 2" 29 "" 100
section END
//=================================================================================
//
// VILLAGE
//
//=================================================================================
section ZINTER
[def, 1]
ID 69
NAME "Village"
NUM 2
REGION "Tintagel"
ICON "tintagel"
PARENT 111
[mod, 1]
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
FILE "zVi2"
ZFAR 20000
AENV 3
DOORANGLE 90
//-------------------------------------------------------------------
// sorties landscape: id, polytope, entrΘe, active
//-------------------------------------------------------------------
BACK 1 1 1 1
//-------------------------------------------------------------------
// sorties vers modules: id, polytope, entrΘe, module joint, active
//-------------------------------------------------------------------
TODEC 1 2 3 0 1
//-------------------------------------------------------------------
// entrΘes: id, polytope, type
//-------------------------------------------------------------------
IN 1 1 0
IN 2 2 0
//-------------------------------------------------------------------
// boites positions: id, polytope, type
//-------------------------------------------------------------------
PBOX 1 3 0
PBOX 2 4 0
PBOX 3 5 0
PBOX 4 6 0
PBOX 5 7 0
PBOX 6 8 0
PBOX 7 9 0
PBOX 8 10 0
PBOX 9 11 0
PBOX 10 12 0
PBOX 14 13 0
PBOX 15 14 0
PBOX 16 15 0
PBOX 17 16 0
PBOX 18 17 0
PBOX 19 18 0
PBOX 21 20 0
PBOX 22 21 0
PBOX 23 22 0
PBOX 24 23 0
PBOX 80 45 0 // cerf blanc
PBOX 81 46 0
// PBOX 27 24 0
PBOX 28 25 0
PBOX 29 26 0
PBOX 30 27 0
PBOX 31 28 0
PBOX 32 29 0
PBOX 33 30 0
PBOX 34 31 0
PBOX 35 32 0
PBOX 36 33 0
PBOX 37 34 0
PBOX 38 35 0
PBOX 39 36 0
PBOX 40 37 0
PBOX 41 38 0
PBOX 42 39 0
PBOX 43 40 0
PBOX 44 41 0
PBOX 45 42 0
PBOX 46 43 0
PBOX 48 44 0
//-------------------------------------------------------------------
// trigger porte: id, polytope, actif
//-------------------------------------------------------------------
TRIG 2 3 1 // porte eglise ext
//-------------------------------------------------------------------
// trigger narratif: id, polytope, actif
//-------------------------------------------------------------------
TRIG 1 5 1 // prie Ste Ophelia
TRIG 4 4 1 // ????
//-------------------------------------------------------------------
// portes: ID, entite, box, trigger, ouverte, verrouillΘe, active
//-------------------------------------------------------------------
DOOR 1 "Porte eglise ext" 21 2 0 0 1
//-------------------------------------------------------------------
// lampes map ombre: id, index light DB
//-------------------------------------------------------------------
SLIGHT 1 11
SLIGHT 2 12
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 1 15 100 0 1 "A_ocean"
ASND 2 70 50 90 1 "A_mouet1"
ASND 7 50 40 90 1 "A_mouet2"
ASND 8 50 40 90 1 "A_mouet3"
ASND 9 50 40 90 1 "A_mouet4"
ASND 10 50 40 90 1 "A_mouet5"
ASND 11 10 30 40 1 "A_vague1"
ASND 12 10 30 35 1 "A_Vague3"
ASND 13 10 30 40 1 "A_vague2"
ASND 14 10 30 30 1 "A_vague4"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
// ACT 1 "CA vache 2" 27 "" 100
ACT 2 "CA poule 9" 28 "" 100
ACT 3 "CA poule 10" 29 "" 100
ACT 4 "CA poule 8" 30 "" 100
ACT 5 "CA paysan chretien 1" 31 "" 100
ACT 6 "CA cheval 3" 32 "" 100
// ACT 7 "CA chat 1" 33 "" 100
ACT 8 "CA chat 2" 34 "" 100
ACT 9 "CA chien 1" 35 "" 100
ACT 11 "CA mouette" 37 "" 100
ACT 12 "CA mouette 1" 38 "" 100
ACT 13 "CA mouette 2" 39 "" 100
ACT 14 "CA mouette 3" 40 "" 100
ACT 15 "CA mouette 4" 41 "" 100
ACT 16 "CA mouette 5" 42 "" 100
ACT 17 "CA mouette 6" 43 "" 100
ACT 18 "CA mouette 7" 44 "" 100
ACT 19 "CA mouette 8" 45 "" 100
ACT 20 "CA mouette 9" 46 "" 100
[mod, 2] // Eglise
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
// FILE "zEgl"
FILE "zEg2"
ZFAR 12000
AENV 3
DOORANGLE 90
//-------------------------------------------------------------------
// sorties vers modules: id, polytope, entrΘe, module joint, active
//-------------------------------------------------------------------
TODEC 2 1 2 0 1
//-------------------------------------------------------------------
// entrΘes: id, polytope, type
//-------------------------------------------------------------------
IN 3 1 0
IN 4 33 0
//-------------------------------------------------------------------
// boites positions: id, polytope, type
//-------------------------------------------------------------------
PBOX 11 2 0
PBOX 12 3 0
PBOX 13 4 0
PBOX 47 5 0
PBOX 49 6 0
PBOX 50 7 0
PBOX 51 8 0
PBOX 52 9 0
PBOX 53 10 0
PBOX 54 11 0
PBOX 55 12 0
PBOX 56 13 0
PBOX 57 14 0
PBOX 58 15 0
PBOX 59 16 0
PBOX 60 22 0
PBOX 61 23 0
PBOX 20 19 0
PBOX 62 24 0
PBOX 63 25 0
PBOX 64 26 0
PBOX 65 27 0
PBOX 25 20 0
PBOX 26 21 0
//-------------------------------------------------------------------
// trigger narratif: id, polytope, actif
//-------------------------------------------------------------------
TRIG 5 3 1 // tombe
TRIG 6 4 1 // statue St Joseph
TRIG 7 5 1 // retable
//-------------------------------------------------------------------
// trigger porte: id, polytope, actif
//-------------------------------------------------------------------
TRIG 3 2 1
//-------------------------------------------------------------------
// collisions interactives: id, index objet, active
//-------------------------------------------------------------------
COLLI 1 1 0
COLLI 2 2 0
COLLI 3 3 0
COLLI 4 4 0
COLLI 5 5 0
COLLI 6 6 0
//-------------------------------------------------------------------
// portes: ID, entite, box, trigger, ouverte, verrouillΘe, active
//-------------------------------------------------------------------
DOOR 2 "Porte eglise int" 20 3 0 0 1
//-------------------------------------------------------------------
// lampes map ombre: id, index light DB
//-------------------------------------------------------------------
SLIGHT 1 1
SLIGHT 2 2
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 34 100 100 0 1 "A_cavluc"
ASND 35 40 60 20 1 "A_rat_1"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
ACT 21 "CA chat 2" 25 "" 100
ACT 22 "CA rat" 26 "" 100
section END
//*********************************************************************************
//*********************************************************************************
//*********************************************************************************
//=================================================================================
//
// Landscape marais
//
//=================================================================================
section LAND
[def, 1]
ID 106
NAME "Landscape marais"
NUM 1
REGION "Marais noir"
ICON "marais"
//-------------------------------------------------------------------
// destination landscape: id, destination, entrΘe, active
//-------------------------------------------------------------------
TOLAND 111 111 99 1
[mod, 1]
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
FILE "lMar"
ZFAR 25000
AENV 3
//-------------------------------------------------------------------
// entrΘes: id, polytope, type
//-------------------------------------------------------------------
IN 4 1 0 // tertre vert
IN 5 2 0 // camp BK
//-------------------------------------------------------------------
// sorties vers ZI: id, polytope, zi, entrΘe, active
//-------------------------------------------------------------------
TOZI 3 1 42 1 1 // vers camp BK
//-------------------------------------------------------------------
// lampes map ombre: id, index light DB
//-------------------------------------------------------------------
SLIGHT 1 1
SLIGHT 1 2
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 1 40 100 0 1 "A_mar2"
ASND 2 50 80 10 1 "A_boue"
ASND 3 40 70 15 1 "A_boue2"
ASND 4 10 70 10 1 "O_0003"
ASND 5 60 70 10 1 "A_Abeill"
ASND 6 10 70 20 1 "A_frog"
ASND 7 50 60 15 1 "A_stwind"
ASND 8 40 60 10 1 "A_mardro"
ASND 9 50 70 15 1 "A_stran2"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
// ACT
section END
//=================================================================================
//
// CAMP CHEVALIER NOIR
//
//=================================================================================
section ZINTER
[def, 1]
ID 42
NAME "Camp BK"
NUM 1
REGION "Marais noir"
ICON "marais"
PARENT 106
[mod, 1]
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
// FILE "zTvn"
FILE "zTcn"
ZFAR 25000
AENV 3
//-------------------------------------------------------------------
// entrΘes: id, polytope, type
//-------------------------------------------------------------------
IN 1 1 0 // par landscape marais
IN 2 7 0 // par cabane enfant
//-------------------------------------------------------------------
// sorties landscape: id, polytope, entrΘe, active
//-------------------------------------------------------------------
BACK 1 6 5 1 // vers landscape marais
//-------------------------------------------------------------------
// sorties vers ZI: id, polytope, zi, entrΘe, active
//-------------------------------------------------------------------
TOZI 1 7 43 1 1 // vers cabane enfant
//-------------------------------------------------------------------
// sorties vers modules: id, polytope, entrΘe, module joint, active
//-------------------------------------------------------------------
// TODEC 1 2 0 1 // ventre de la bete ???
//-------------------------------------------------------------------
// boites positions: id, polytope, type
//-------------------------------------------------------------------
PBOX 1 12 0
// PBOX 2 0
PBOX 3 10 0
PBOX 4 15 0
PBOX 5 16 0
PBOX 6 11 0
// PBOX 7 0
PBOX 8 14 0
PBOX 9 13 0
PBOX 10 8 0
PBOX 11 9 0
PBOX 12 17 0
PBOX 13 18 0
PBOX 14 19 0
PBOX 15 20 0
PBOX 16 21 0
PBOX 17 22 0
PBOX 18 23 0
//-------------------------------------------------------------------
// trigger narratif: id, polytope, actif
//-------------------------------------------------------------------
TRIG 1 8 1
//-------------------------------------------------------------------
// camΘras d'action: id, index camΘra, Θtat
//-------------------------------------------------------------------
// CAM 1 1
// CAM 2 1
// CAM 3 1
//-------------------------------------------------------------------
// collisions interactives: id, index objet, active
//-------------------------------------------------------------------
// COLLI 1 1 0 // entree tente chevalier
COLLI 2 2 0 // esprit du marais
//-------------------------------------------------------------------
// lampes map ombre: id, index light DB
//-------------------------------------------------------------------
SLIGHT 1 1
SLIGHT 2 2
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 1 40 100 0 1 "A_mar2"
ASND 2 50 80 10 1 "A_boue"
ASND 3 40 70 15 1 "A_boue2"
ASND 4 10 70 10 1 "O_0003"
ASND 5 60 70 10 1 "A_Abeill"
ASND 6 10 70 20 1 "A_frog"
ASND 7 50 60 15 1 "A_stwind"
ASND 8 40 60 10 1 "A_mardro"
ASND 9 50 70 15 1 "A_stran2"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
// ACT
section END
//=================================================================================
//
// CABANE ENFANT
//
//=================================================================================
section ZINTER
[def, 1]
ID 43
NAME "Cabane enfant"
NUM 1
REGION "Marais noir"
ICON "marais"
PARENT 106
[mod, 1]
//-------------------------------------------------------------------
// DB: nom du fichier
//-------------------------------------------------------------------
// FILE "zTvs"
FILE "zTce"
ZFAR 80000
AENV 3
//-------------------------------------------------------------------
// entrΘes: id, polytope, type
//-------------------------------------------------------------------
IN 99 1 0
//-------------------------------------------------------------------
// sorties landscape: id, polytope, entrΘe, active
//-------------------------------------------------------------------
// BACK 1 1 6 1 // landscape marais
//-------------------------------------------------------------------
// sorties vers ZI: id, polytope, zi, entrΘe, active
//-------------------------------------------------------------------
TOZI 1 1 42 2 1
//-------------------------------------------------------------------
// boites positions: id, polytope, type
//-------------------------------------------------------------------
PBOX 1 3 0
PBOX 2 4 0
PBOX 3 5 0
PBOX 4 16 0
// PBOX 5 0
PBOX 6 14 0
PBOX 7 15 0
PBOX 8 13 0
PBOX 9 7 0
PBOX 10 10 0
PBOX 11 12 0
PBOX 12 17 0
PBOX 13 11 0
PBOX 14 6 0
PBOX 15 9 0
PBOX 16 8 0
PBOX 17 18 0
PBOX 19 19 0
PBOX 20 20 0
PBOX 21 21 0
PBOX 22 22 0
PBOX 23 23 0
PBOX 24 24 0
PBOX 25 25 0
PBOX 26 26 0
PBOX 27 27 0
PBOX 28 28 0
PBOX 29 29 0
PBOX 30 30 0
PBOX 31 31 0
PBOX 32 32 0
PBOX 33 33 0
PBOX 34 34 0
PBOX 35 35 0
PBOX 36 36 0
PBOX 37 37 0
PBOX 38 38 0
PBOX 39 39 0
PBOX 40 40 0
PBOX 41 41 0
PBOX 76 76 0
//-------------------------------------------------------------------
// camΘras d'action: id, index camΘra, Θtat
//-------------------------------------------------------------------
// CAM 1 37 1
CAM 2 32 1
// CAM 3 1
// CAM 4 1
// CAM 5 1
// CAM 6 1
//-------------------------------------------------------------------
// collisions interactives: id, index objet, active
//-------------------------------------------------------------------
COLLI 1 1 1 // entree pont secret
COLLI 2 2 1 // passage St Joseph
COLLI 3 3 1 // blocage serpent demo
//-------------------------------------------------------------------
// lampes interactives: id, index light DB, active
//-------------------------------------------------------------------
LIGHT 1 1 1
LIGHT 2 2 1
//-------------------------------------------------------------------
// sons ambiants: ID, vol, rnd, delai, etat, fichier
//-------------------------------------------------------------------
ASND 1 40 100 0 1 "A_mar2"
ASND 2 50 80 10 1 "A_boue"
ASND 3 40 70 15 1 "A_boue2"
ASND 4 10 70 10 1 "O_0003"
ASND 5 60 70 10 1 "A_Abeill"
ASND 6 10 70 20 1 "A_frog"
ASND 7 50 60 15 1 "A_stwind"
ASND 8 40 60 10 1 "A_mardro"
ASND 9 50 70 15 1 "A_stran2"
ASND 10 10 100 0 1 "A_ruiss"
//--------------------------------------------------------------------------------------
// couche active : id, entite, boite, prog, random
//--------------------------------------------------------------------------------------
// ACT
section END