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Xenosoft 2
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Xenosoft 2 (Game collection)(1994).iso
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1994-12-06
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//────────────────────────────────────────────────────────────────────────
// CREATURE DATA
//────────────────────────────────────────────────────────────────────────
// FIGURE ANIMATIONS CAN USE ANY OF THE FOLLOWING MODIFIERS:
// DIRECTIONAL MODIFIERS ARE USED TO DETERMINE HOW THE ANIMATION RUNS:
// INCREMENT - GOES UP ONE FRAME AT A TIME
// DECREMENT - GOES DOWN ONE FRAME AT A TIME
// RANDOM - JUMPS TO ANY FRAME IN THE ANIMATION
//
// SO-CALLED 'MANNER' MODIFIERS DETERMINE WHAT HAPPENS WHEN THE ANIMATION
// HITS AN END POINT:
// LOOP - START OVER AT THE BEGINNING (WHEN INCREMENTING) OR AT THE
// END (WHEN DECREMENTING)
// YOYO - REVERSE DIRECTION FROM INCREMENT TO DECREMENT AND VICE-VERSA
// TO_LIMIT - STOPS WHEN IT REACHES THE MAX OR MIN
// GOTO - GOES TO THE FRAME INSTEAD OF USING THE PERIOD.
//
// MOST ANIMATIONS WILL USE A 'PERIOD', DESCRIBED IN 30THS OF A SECOND
// TO TELL HOW FREQUENTLY TO SWITCH FRAMES. HOWEVER, YOU MAY ALSO USE
// THE MODIFIER 'ONCE' TO TELL IT TO DO IT ONLY ONE TIME.
//
// SO FOR EXAMPLE
// FIGUREANIMATIONS SLEAKSD INCREMENT YOYO 15
// WOULD MAKE THE TEXTURE SLEAKSD GO UP AND DOWN IN HALF SECOND INTERVALS.
// WHEN DAMAGE OCCURS TO A CREATURE A SPECIAL PIECE OF SCRIPT IF CALLED
// WHICH IS NAMED {FIGURENAME}_DAMAGE_{LIMB}_{TYPE}. THE LIMB IS THE
// NAME OF THE LIMB WHOSE COLLISION-BOX WAS STRUCK, AND THE TYPE IS
// A NOT-YET-IMPLEMENTED ITEM SUCH AS 'BURN' OR 'IMPACT' TO DIFFERENTIATE
// HOW THE PERSON WAS DAMAGED. SO FOR EXAMPLE IF LEX WERE PUNCHED IN THE
// CHEST COLLISION BOX,
// LEX_DAMAGE_TORSO_IMPACT
// WOULD BE CALLED, AND IT MIGHT CONTAIN CODE THAT WOULD APPLY DAMAGE
// TO ONE OR MORE OF HIS TEXTURE MAPS; FOR EXAMPLE
//
// FIGUREANIMATIONS LEFTPEC INCREMENT TO_LIMIT ONCE
{ ACIDD
< MATERIAL = ACID >
< IS_BOUNCY = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< IS_REFLECTIVE = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 80 >
< EXTENT = ( 150, 150, 150 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 500 >
}
{ AIRMECHO
< MATERIAL = MECHO >
< IS_BOUNCY = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 180 >
< MY_SPEED = 384 >
< MAX HPS = 125 >
}
{ BCHBOT1
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ BCHBOT2
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ BCHBOT3
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ CAYNAN
< MATERIAL = CAYNAN >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 43 >
< EXTENT = ( 25, 25, 50 ) >
< MY_SPEED = 320 >
< ENERGY_ARMOR = 0 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 200 >
}
{ CONBOT
< MATERIAL = CONBOT >
< IS_BOUNCY = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< IS_REFLECTIVE = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 60 >
// LEAVE THIS SLIGHTLY SMALLER THAN IT ACTUALLY IS SO IT CAN FIT
// THROUGH THE DOOR OF THE CONTROL ROOM. -KLD
< EXTENT = ( 45, 40, 45 ) >
< MY_SPEED = 350 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 80 >
}
{ DANE
< MATERIAL = DANE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 20 >
< EXTENT = ( 50, 50, 100 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 1 >
}
{ DANE2
< MATERIAL = DANE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 20 >
< EXTENT = ( 50, 50, 100 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 1 >
}
{ DROGG
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ DROGG1
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ DROGG2
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ DROGG3
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 360 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ DROGG4
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 360 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ DROGGMIR
< MATERIAL = DROGG >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 1 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 360 >
< IMPACT_ARMOR = 5 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 200 >
}
{ ESCHEAD
< MATERIAL = LEX >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
// < MY_SPEED = 700 >
< MY_SPEED = 384 >
// THIS IS USED WHEN LEX IS ZIP-TRIPPING ON THE ZIPPY OBJECT
< ON_ZIPPY = (0,0,0) 0 (0,0,100) >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 30 >
}
{ ELITE
< MATERIAL = ELITE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 65 >
< EXTENT = ( 30, 30, 70 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 5 >
}
{ FIDO
< MATERIAL = FIDO >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 2 >
< PERSONAL_RADIUS = 70 >
< EXTENT = ( 30, 30, 50 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 300 >
}
// NURSEBOT DOES NOT START OUT AS BOUNCY. - LRG
{ FIRSTBOT
< MATERIAL = NURSEBOT >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< MY_HAND = UP_ARM >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 55 >
< MY_SPEED = 384 >
< MAX HPS = 50 >
}
{ GRDCELL
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 330 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 170 >
}
{ GRDCON
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 180 >
}
{ GRDHANG
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 350 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 100 >
}
{ GRDHALL
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 300 >
< IMPACT_ARMOR = 5 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 220 >
}
{ GUARD1
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 350 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 100 >
}
{ GRDOP
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 1 >
}
{ HALMECHO
< MATERIAL = MECHO >
< IS_BOUNCY = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 180 >
< MY_SPEED = 350 >
< MAX HPS = 125 >
}
{ HARD
< MATERIAL = HARD >
< IS_BOUNCY = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< IS_REFLECTIVE = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 60 ) >
// LEAVE THIS THE SAME AS LEX FOR TIMING PURPOSES! - LRG
< MY_SPEED = 384 >
// THIS IS USED WHEN LEX IS ZIP-TRIPPING ON THE ZIPPY OBJECT
< ON_ZIPPY = (0,0,0) 0 (0,0,100) >
< IMPACT_ARMOR = 05 >
< ENERGY_ARMOR = 10 >
< MAX HPS = 150 >
}
{ LDGBOT1
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LDGBOT2
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LDGBOT3
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LANBOT1
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LANBOT2
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LANBOT3
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LANBOT4
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ LEX
< MATERIAL = LEX >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
// SET TO 0 SO HE WILL BOUNCE NICELY IN THE ZERO-G ROOM WITH A MINIMAL
// LOSS OF ENERGY -BES
< ELASTICITY = 50 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 384 >
// THIS IS USED WHEN LEX IS ZIP-TRIPPING ON THE ZIPPY OBJECT
< ON_ZIPPY = (0,0,0) 0 (0,0,100) >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 100 >
}
{ LEXMIR
< MATERIAL = LEX >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 1 >
// SET TO 0 SO HE WILL BOUNCE NICELY IN THE ZERO-G ROOM WITH A MINIMAL
// LOSS OF ENERGY -BES
< ELASTICITY = 50 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 384 >
// THIS IS USED WHEN LEX IS ZIP-TRIPPING ON THE ZIPPY OBJECT
< ON_ZIPPY = (0,0,0) 0 (0,0,100) >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 100 >
}
{ MARINE
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ MARINE2
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ MARINE3
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ MARINE4
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ MARINE5
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ TUMOLT
< MATERIAL = MARINE >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 30, 30, 58 ) >
< MY_SPEED = 320 >
< IMPACT_ARMOR = 10 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 200 >
}
{ MASTABA
< MATERIAL = LEX >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 18, 18, 58 ) >
< MY_SPEED = 384 >
// THIS IS USED WHEN LEX IS ZIP-TRIPPING ON THE ZIPPY OBJECT
< ON_ZIPPY = (0,0,0) 0 (0,0,100) >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 100 >
}
{ MECHO
< MATERIAL = MECHO >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 180 >
< MY_SPEED = 300 >
< EXTENT = ( 70, 70, 120 ) >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 125 >
}
// NURSEBOT DOES NOT START OUT AS BOUNCY. - LRG
{ NURSEBOT
< MATERIAL = NURSEBOT >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< MY_HAND = UP_ARM >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 55 >
< MY_SPEED = 384 >
< EXTENT = ( 10, 10, 10 ) >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 50 >
}
{ REACTBOT
< MATERIAL = MECHO >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 150 >
< MY_SPEED = 280 >
< EXTENT = ( 60, 50, 90 ) >
< IMPACT_ARMOR = 100 >
< ENERGY_ARMOR = 100 >
< MAX HPS = 1000 >
}
{ SHRIMP
< MATERIAL = NURSE >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 35 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 256 >
< IMPACT_ARMOR = 5 >
< ENERGY_ARMOR = 15 >
< MAX HPS = 100 >
}
{ SHRIMP1
< MATERIAL = NURSE >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< MY_SPEED = 256 >
< MAX HPS = 100 >
}
{ SHRIMP2
< MATERIAL = NURSE >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< MY_SPEED = 256 >
< MAX HPS = 100 >
}
{ SHRIMP3
< MATERIAL = NURSE >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< MY_SPEED = 256 >
< MAX HPS = 100 >
}
{ TOWERBOT
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT1
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT2
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT3
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT4
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT5
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ TOWBOT6
< MATERIAL = TBOT >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 15 >
< EXTENT = ( 30, 30, 20 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 0 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 28 >
}
{ ROLAND
< MATERIAL = GUARD >
< IS_BOUNCY = 0 >
< IS_REFLECTIVE = 0 >
< ELASTICITY = 150 >
< HAS_GRAVITY = 1 >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 40 >
< EXTENT = ( 20, 20, 58 ) >
< MY_SPEED = 384 >
< IMPACT_ARMOR = 5 >
< ENERGY_ARMOR = 0 >
< MAX HPS = 60 >
}
// NURSEBOT DOES NOT START OUT AS BOUNCY. - LRG
{ USE_BOT
< MATERIAL = NURSEBOT >
< IS_BOUNCY = 0 >
< ELASTICITY = 0 >
< HAS_GRAVITY = 0 >
< MY_HAND = UP_ARM >
< AUTO_TURN_SPEED = 1 >
< PERSONAL_RADIUS = 55 >
< MY_SPEED = 384 >
< MAX HPS = 50 >
}
{ NURSEBOT_LOAD
v CURFIG SLEAKSD ON INCREMENT 15
v CURFIG SLEAKBA ON INCREMENT 15
v CURFIG SLEAKEY ON INCREMENT 15
v CURFIG SLEAKNE ON INCREMENT 15
}
{ WAIT _30THS
W ~ÇÇ
}
//$ 26 - version number