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- Captain;//name---------------------------------------
- 0;//identifier
- 0;//class
- creature0.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- -1;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.950000;//creature size
- 0.950000;//creature weight (affects pushing)
- 0.800000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.900000;//leg animation speed
- 2.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 1.000000;//weapon_x
- 27.000000;//weapon_y
- 0;//blood particle
- 1;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step0.wav;//sample name
- step1.wav;//sample name
- step2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- end_timed_block
- begin_specialties
- end_specialties
- Psionic;//name---------------------------------------
- 2;//identifier
- 0;//class
- qpcreature.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.550000;//creature size
- 0.800000;//creature weight (affects pushing)
- 0.750000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.750000;//leg animation speed
- 6.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 0.000000;//weapon_x
- 0.000000;//weapon_y
- 0;//blood particle
- 1;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step0.wav;//sample name
- step1.wav;//sample name
- step2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- end_timed_block
- begin_specialties
- ;//description
- 1;//number
- 0.000000;//parameter0
- 0.100000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- ;//description
- 1;//number
- 6.000000;//parameter0
- 2.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- ;//description
- 1;//number
- 8.000000;//parameter0
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- end_specialties
- Instructor;//name---------------------------------------
- 3;//identifier
- 0;//class
- qpcreature.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.800000;//creature size
- 10.000000;//creature weight (affects pushing)
- 0.000000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.900000;//leg animation speed
- 1.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 0.000000;//weapon_x
- 27.000000;//weapon_y
- 0;//blood particle
- 0;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step_a0.wav;//sample name
- step_a1.wav;//sample name
- step_a2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- 100;//interval in milliseconds
- begin_conditions;
- 5;//condition number
- 12.000000;//condition parameter0
- 2.000000;//condition parameter1
- 15;//condition number
- 200.000000;//condition parameter0
- 0.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 2.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- 100;//interval in milliseconds
- begin_conditions;
- 35;//condition number
- 3.000000;//condition parameter0
- 150.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 3.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- 16;//effect number
- 189.000000;//parameter1
- 1.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 41;//effect number
- 3.000000;//parameter1
- 150.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- end_timed_block
- begin_specialties
- ;//description
- 0;//number
- 0.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1000.000000;//parameter3
- Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
- 0;//number
- 12.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1.000000;//parameter3
- end_specialties
- Big Blue Alien;//name---------------------------------------
- 4;//identifier
- 0;//class
- creature1.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 1;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 1.300000;//creature size
- 1.300000;//creature weight (affects pushing)
- 0.700000;//maximum movement speed
- 0.000000;//minimum movement speed
- 1.400000;//leg animation speed
- 1.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 7;//weapon number
- 0.000000;//weapon_x
- 10.000000;//weapon_y
- 0;//blood particle
- 1;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step_a0.wav;//sample name
- step_a1.wav;//sample name
- step_a2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- groan0.wav;//sample name
- groan1.wav;//sample name
- groan2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- groan0.wav;//sample name
- groan1.wav;//sample name
- groan2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- end_timed_block
- begin_specialties
- ;//description
- 0;//number
- 0.000000;//parameter0
- 0.000000;//parameter1
- 500.000000;//parameter2
- 500.000000;//parameter3
- end_specialties
- Another Instructor;//name---------------------------------------
- 5;//identifier
- 0;//class
- qpcreature.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.800000;//creature size
- 10.000000;//creature weight (affects pushing)
- 0.000000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.900000;//leg animation speed
- 1.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 0.000000;//weapon_x
- 27.000000;//weapon_y
- 0;//blood particle
- 0;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step_a0.wav;//sample name
- step_a1.wav;//sample name
- step_a2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- 100;//interval in milliseconds
- begin_conditions;
- 5;//condition number
- 12.000000;//condition parameter0
- 2.000000;//condition parameter1
- 15;//condition number
- 200.000000;//condition parameter0
- 0.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 8.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 2.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- 100;//interval in milliseconds
- begin_conditions;
- 35;//condition number
- 3.000000;//condition parameter0
- 150.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 3.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- 16;//effect number
- 189.000000;//parameter1
- 1.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 41;//effect number
- 3.000000;//parameter1
- 150.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- end_timed_block
- begin_specialties
- ;//description
- 0;//number
- 0.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1000.000000;//parameter3
- Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
- 0;//number
- 12.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1.000000;//parameter3
- end_specialties
- Yet another Instructor;//name---------------------------------------
- 6;//identifier
- 0;//class
- qpcreature.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.800000;//creature size
- 10.000000;//creature weight (affects pushing)
- 0.000000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.900000;//leg animation speed
- 1.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 0.000000;//weapon_x
- 27.000000;//weapon_y
- 0;//blood particle
- 0;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step_a0.wav;//sample name
- step_a1.wav;//sample name
- step_a2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- 100;//interval in milliseconds
- begin_conditions;
- 5;//condition number
- 12.000000;//condition parameter0
- 2.000000;//condition parameter1
- 15;//condition number
- 200.000000;//condition parameter0
- 0.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 11.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 2.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- 100;//interval in milliseconds
- begin_conditions;
- 35;//condition number
- 3.000000;//condition parameter0
- 150.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 3.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- 16;//effect number
- 189.000000;//parameter1
- 1.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 41;//effect number
- 3.000000;//parameter1
- 150.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- end_timed_block
- begin_specialties
- ;//description
- 0;//number
- 0.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1000.000000;//parameter3
- Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
- 0;//number
- 12.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1.000000;//parameter3
- end_specialties
- Last Instructor;//name---------------------------------------
- 7;//identifier
- 0;//class
- qpcreature.png;//texture
- 1;//draw layer
- -1;//corpse item number in items.dat, -1=nothing, -2=whole corpse vanishes when dead
- 0;//corpse item amount
- 0;//attack type, 0=shooting attack, 1=close combat
- 18;//particle to show on radar, -1=none
- 0;//primary AI tactic from AI_tactic.dat
- 0;//secondary AI tactic from AI_tactic.dat
- 3;//footstep particle from particles.dat
- 0;//die after how many seconds, 0=doesn't die
- -1;//eat item number from items.dat, -1=nothing
- 0.800000;//creature size
- 10.000000;//creature weight (affects pushing)
- 0.000000;//maximum movement speed
- 0.000000;//minimum movement speed
- 0.900000;//leg animation speed
- 1.000000;//turn speed
- 1.000000;//inertia level (acceleration/deceleration)
- 1;//hide when behind walls
- 0;//weapon number
- 0.000000;//weapon_x
- 27.000000;//weapon_y
- 0;//blood particle
- 0;//bars visible when player hovers mouse on top
- 1.000000;//death animation speed
- 1;//creature can move from area to another
- 1000.000000;//AI hear range
- 500.000000;//AI see range
- 4.000000;//AI see angle
- begin_footstep_sounds
- step_a0.wav;//sample name
- step_a1.wav;//sample name
- step_a2.wav;//sample name
- end_footstep_sounds
- begin_hit_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_hit_sounds
- begin_die_sounds
- grunt0.wav;//sample name
- grunt1.wav;//sample name
- grunt2.wav;//sample name
- end_die_sounds
- begin_eat_block
- end_eat_block
- begin_death_block
- end_death_block
- begin_hit_block
- end_hit_block
- begin_timed_block
- 100;//interval in milliseconds
- begin_conditions;
- 5;//condition number
- 12.000000;//condition parameter0
- 2.000000;//condition parameter1
- 15;//condition number
- 200.000000;//condition parameter0
- 0.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 4.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 2.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- 100;//interval in milliseconds
- begin_conditions;
- 35;//condition number
- 3.000000;//condition parameter0
- 150.000000;//condition parameter1
- end_conditions;
- begin_effects;
- 47;//effect number
- 0.000000;//parameter1
- 0.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 17;//effect number
- 3.000000;//parameter1
- 0.000000;//parameter2
- 12.000000;//parameter3
- 0.000000;//parameter4
- 16;//effect number
- 189.000000;//parameter1
- 1.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- 41;//effect number
- 3.000000;//parameter1
- 150.000000;//parameter2
- 0.000000;//parameter3
- 0.000000;//parameter4
- end_effects;
- end_timed_block
- begin_specialties
- ;//description
- 0;//number
- 0.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1000.000000;//parameter3
- Counter bar: 1=normal, 2=started speaking, 3=has dropped key, and carries radio;//description
- 0;//number
- 12.000000;//parameter0
- 0.000000;//parameter1
- 1000.000000;//parameter2
- 1.000000;//parameter3
- end_specialties
- end_of_file;
-
-
- specialties:
- 0=has bar parameter0 from bars.dat with minimum parameter1 and maximum parameter2 and current value of parameter3 (if any bar reaches minimum, dies)
- 1=weapon class parameter0 damage is multiplied by parameter1
- 2=carries light parameter0 size parameter1 transparency parameter2, attached to (parameter3, 0=hands, 1=legs, 2=head)
-
-
- Creature Block Templates
-
- [Eat Block]
- begin_eat_block
- begin_conditions;
- end_conditions;
- begin_effects;
- end_effects;
- end_eat_block
-
- [Death Block]
- begin_death_block
- 0;//death type, 0=any death, 1=timed death, 2=killed by player
- begin_conditions;
- end_conditions;
- begin_effects;
- end_effects;
- end_death_block
-
- [Hit Block]
- begin_hit_block
- begin_conditions;
- end_conditions;
- begin_effects;
- end_effects;
- end_hit_block
-
- [Timed Block]
- begin_timed_block
- 0;//interval in milliseconds
- begin_conditions;
- end_conditions;
- begin_effects;
- end_effects;
- end_timed_block
-
-